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Garr

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  1. Upvote
    Garr reacted to Tokeiburu in RO Installer Script (Inno Setup)   
    File Name: RO Installer Script (Inno Setup)
    File Submitter: Tokeiburu
    File Submitted: 17 Aug 2015
    File Category: Client Resources

    Heya!

    This 'release' is a very simple Inno Setup script to create Full or Lite client installers.

    It requires Inno Setup, which can be downloaded here : http://www.jrsoftware.org/isdl.php#stable. While installing Inno Setup, make sure the "Install Inno Setup Preprocessor" option is checked; otherwise you will get an "unknown option" error.

    How to make this work?
    Put your client files in either RO_Lite or RO_Full and then run the "_Make New Installer.bat" files. This will output a new installer called "YourRO Installer.exe".



    Customization
    Server name : open RO.iss and change the first line : #define ServerName "YourRO" The left image can be customized by editing background.bmp (or background.psd). The file format must remain a 24bit bmp. The wizard small image uses wizardSmallImage.bmp; the file format must remain 24bit as well. To add files to your installer, add them to the RO_Lite or RO_Full subfolders. Once you run the script, all the files in these folders will be packed in your installer. It can go over 2 GB, although if that's the case you might want to consider using the LZMA compression for your GRFs...! Install the VC++ Redistributable files (required by Harmony) silently. Open RO.iss and remove the semi-colon in front of "#define Harmony" to enable this option. By default, the necessary registry keys to start the game will be set if they aren't already. This is to avoid the "small window" issue people will have with older clients. The installer icon can be changed via installer.ico Uninstallating removes the entire RO folder, watch out (you can disable that). The default installer icon used comes from Lykos's icon pack, which can be found here : https://rathena.org/board/files/file/3190-s1-lykos-icon-pack/. It has been modified through hexing to allow the icon to be resizable by Windows Vista or more recent.

    Click here to download this file
  2. Upvote
    Garr got a reaction from guiasaph in Connect throught external ip   
    conf/subnet.conf is your answer
  3. Upvote
    Garr got a reaction from tmav94 in MapFlags, cells, Skill abuse and KvM(BG)   
    Well, the problem is a bit larger than that, it's just that most AoE skills (like EQ, songs, Meteor Assault) pass though walls. I had to make modifications in src to prevent that, but I'm not really sure if it's intended behavior or not. I'll try to look for my old remarks on what I changed, and if I won't find them I'll check out again if you need this change.
  4. Upvote
    Garr got a reaction from Clare in Problem With Thana Quest   
    If you'll look on wiki link closer you'll see that it's pre-renewal irowiki
     
    But I don't really know when it changed, so I'm not in position to conjecture how it's supposed to be on pre-re.
  5. Upvote
    Garr got a reaction from Clare in Problem With Thana Quest   
    This is a very old guide, the actual thana tower quest got changed.
  6. Upvote
    Garr got a reaction from Nagad in Exp values bugged??   
    Stop with the panic, what exactly is wrong with that chart?
     
    You do realize that after character hits 98->99 for base exp or 69->70 for job exp his exp is nulled out, like on every level up? That's exactly the case there. If character continues to play AFTER he reached 99 he STILL gets exp, but it's just not shown ingame. As you can see, maximum base exp a 99 trans character can reach is 343.210.000, and 213.852.071 for job exp. Iirc SNs can reach more job exp, but I'm not actually sure on their limit (It's because they have 99 jobs unlike 70 on trans/extended and 50 1st/2nd).
     
    Did you all think character just stops getting exp after hitting 99? ._.
  7. Upvote
    Garr got a reaction from Helena in Don't show last zero in weight (npc dialogue box)?   
    Why don't you just divide the weight by 10
    mes "Weight: "+(.@weight[.@i]/10); ?
  8. Upvote
    Garr got a reaction from Nagad in Modify exp rates for specific class only   
    Hmm, I don't think you could do that with world-wide flags, but maybe you could go with login event, and give those jobs SC that increases base/job exp (SC_CASH_PLUSEXP iirc)? Albeit that'd be a bad idea if you have manuals on free acccess.
  9. Upvote
    Garr got a reaction from Neneka in [Help] Friend Script   
    morocc,150,107,3 script NekoNeko 906,{ mes "Hi~ "; emotion 30; mes "You can choose you Girl friend here !"; mes "1 Girl Friend for 10M Zeny"; mes "If you choose all only 80M Zeny"; next; switch(select("I want Friend ! ","I don't want Friend")) { case 1: mes "Please choose you Girl Friend Btw if you choose all we will give you special price"; next; switch(select( "Moon Light Flower:Loli Ruri:Nymph:Succubus:Whitesmith:Sniper:Assassin Cross:Champion:Professor:Stalker:Biochemist:Gypsy:Paladin:Paladin (Peco):Select All:Cancel")) { default: if( Zeny < 10000000 ) { mes "Sorry, Your money is not enough ! Please come again next time ! "; emotion 35; close; } atcommand "@summon " + .mobarray[@menu-1] + " 60"; Zeny -= 10000000; break; case 15: if( Zeny < 80000000 ) { mes "Sorry, Your money is not enough ! Please come again next time ! "; emotion 35; close; } Zeny -= 80000000; for(.@i = 0; .@i < getarraysize(.mobarray); .@i++) atcommand "@summon " + .mobarray[@menu-1] + " 60"; break; case 16: mes "As you wish!"; close; } specialeffect 30; specialeffect 295; specialeffect 461; specialeffect 410; specialeffect2 459; specialeffect2 408; mes "Thank you very much"; emotion 30; close; case 2: mes "As you wish!"; close; } close;OnInit: setarray .mobarray[0],1150,1505,1564,1370,5020,5021,5022,5024,5025,5026,5027,5013,5028,5029; waitingroom "Girl Friend",0; end;} I've edited it a bit to remove gotos and set, or you might be getting deprecation warnings in Hercules. Otherwise just replace
    atcommand strcharinfo(0)+"@summon with
    atcommand "@summon  
    That should do the trick.
  10. Upvote
    Garr got a reaction from almarket23 in available options cannot be selected. HELP please   
    Here:
    prontera,150,150,5  script  Usagi  89,{set .@n$, "[Miss Usagi]";checkstatus:query_sql("SELECT char_id,account_id,name,class,base_level,job_level FROM `char` ",@charid,@accntid$,@name$,@class$,@blevel$,@jlevel$);mes .@n$;mes "This are the Players that is already reached the max level. Please choose the player that you want to check the information.";mes "===================================";  for (.@i = 0; .@i < getarraysize(@blevel$); .@i++ ) {    if ("99" == @blevel$[.@i]) {      mes ""+@charid[.@i]+" || "+@name$[.@i]+"";    }  }next;input ( .@level );for (.@i = 0; .@i < getarraysize(@charid); .@i++ )  if( .@level == @charid[.@i])    break;if ( .@i >= getarraysize(@charid) ) {  mes .@n$;  mes "The Character ID that you enter is not available. Please enter the correct Character ID.";  next;  switch(select("Re-enter Character ID")) { goto checkstatus;  }}mes .@n$;mes "Account ID: "+@accntid$[.@i]+"";mes "Character ID: "+@charid[.@i]+"";mes "Name : "+@name$[.@i]+"";mes "Class Type: "+@class$[.@i]+"";mes "Base Level: "+@blevel$[.@i]+"";mes "Job Level: "+@jlevel$[.@i]+"";close;} You needed to go over whole array first, what you were doing is pretty much comparing first value, and if it didn't pass you'd send him to the basic menu. And I have some extra questions:
    a) You know, redoing the query every time a wrong ID is entered is a nice way to refresh the list, but I'd keep it to another talk with NPC and leave the list as it was.
    Why in the world would you get ALL players in the array and compare them to blevel 99 inside script engine when SQL query will do that way faster?
    c) gotos are bad. period.
    d) It'd be more safe to use the number that query returns instead of checking on array size all the time. Not that it's a problem when query is not running every wrong ID you enter, but it's still better to be safe The problem here when the query is refreshing is that it might return less players than before (let's say, GM changed level from 99 to 96 between queries), and that will leave garbage from previous query which getarraysize will count, but number that query_sql returns wouldn't.
    Well, although the above version would work, I'd take the one that I fixed the above remarks in
    prontera,150,150,5 script Usagi 89,{set .@n$, "[Miss Usagi]";.@count = query_sql("SELECT `char_id`,`account_id`,`name`,`class`,`base_level`,`job_level` FROM `char` WHERE `base_level` = 99",@charid,@accntid$,@name$,@class$,@blevel$,@jlevel$); while(1) { mes .@n$; mes "These are the Players who already reached the max level. Please input charID of the player that you want to check on."; mes "==================================="; for (.@i = 0; .@i < .@count; .@i++ ) mes @charid[.@i]+" || "+@name$[.@i]; next; input ( .@cid ); for (.@i = 0; .@i < .@count; .@i++ ) if( .@cid == @charid[.@i]) break; if ( .@i >= .@count ) { mes .@n$; mes "The Character ID that you entered is not available. Please enter the correct Character ID."; next; select("Re-enter Character ID"); continue; // gotos are a nono } mes .@n$; mes "Account ID: "+@accntid$[.@i]; mes "Character ID: "+@charid[.@i]; mes "Name : "+@name$[.@i]; mes "Class Type: "+jobname(@class$[.@i]); mes "Base Level: "+@blevel$[.@i]; mes "Job Level: "+@jlevel$[.@i]; close; }}
  11. Upvote
    Garr got a reaction from vykimo in GHOST textures or BLANK ground....   
    Oh, sorry.
     
    Hmm. Since you tried with quadtree generating, I sometimes saw an advice to raise the ground above 0 height level. Set your water level to 0 and check if any parts of your map are under the water. If so, you'd need to raise it so it doesn't fall under the 0 height mark. (You mentioned raising parts, and changing height of objects, but the point here is everything being above 0 height)
  12. Upvote
    Garr reacted to Avenar in [Massive Release] Fishing Minigame   
    Hey everyone.

    So roughly three years ago, i stopped being a dedicated scripter/admin for a server, and left RO behind.

    Recently i fell into talks with an old friend, and was encouraged to throw some of my old stuff up, for others to possibly benefit from.

    Thus, my Fishing Minigame is what i'll throw up here. Hopefully it will meet some positive response.

    WARNING: As this is three years old, while i do believe it will still work, i cannot completely guarantee it. However i'm sure that no matter what might be outdated, it should only take a few adjustments to bring it up to speed.
     
    IMPORTANT: This was originally made for an rAthena server, but aside from the slightly changed monster format (which i have accounted for), everything else should work like this. If not, please reply and we'll see if we can get this heap working properly.

    DISCLAIMER: You may not sell this script or any part of it, nor release it as your own or remove the credits or commented sections of the code. You are however allowed make modifications for your servers usage.

    QUICK OVERVIEW: This package includes a custom MVP, custom items, a custom map (tiny one. don't be disappointed) and the actual script. I will try to describe what i did, but each server setup varies, so you might have to get your hands dirty, if my instructions doesn't line up with your setup properly.

    DIFFICULTY: 3/10 if your server works like mine. 7/10 if you need to adjust the instructions, and figure out how to add all this on your own. You will learn/need to know how to add custom monsters, custom items, custom maps and custom scripts.

    DESCRIPTION: This will introduce a fishing minigame to your server. You will have to talk to Old Fisherman Kingle, who will start you on the "quest" towards great fishing glory. Once equipping a fishing rod and talking to him, the player will be presented with an introduction to how the minigame is played. At the special fishing spots scattered throughout the entire world, the player can sit down, let out their lines, and try to fish up all the rare fish. Once all rare fish have been caught, the player can ask Kingle to let him face off against the custom MVP, the Lord of the Sea (Leviathan). Statistically, the player can reach the MVP at around 6 hours gameplay (not counting having to actually FIND all the fishing spots), but the main goal is supposed to be a minigame, with the MVP being the cherry on top.

    INSTALLATION: Right then, the attached file is an archive (you will need WinRAR or equivalent software to unpack it), with a long list of files.

    There is the "fishing_minigame.txt" file, which is the actual script. It's roughly 2300 lines of code, so it might seem overwhelming to both scripters and non-scripters alike. It is however very well commented, explaining the parts that needs describing. Following the instructions inside the script should make it easy to add new fishing spots or other small modifications/additions.

    Then there's a folder called "client". In there you'll find the "/data" folder, containing sprites, textures and the custom map files. This should all line up perfectly for you to simply merge it with your own grf or data folder.

    Additionally, there is a "/System" folder, with an ItemInfo.lua file, that you'll need to properly integrate with your own ItemInfo.lua. It contains all the items i added, both for custom fish and custom drops for the MVP.

    Finally there's the "server" folder, which houses all the large amounts of text, needed to add to your servers existing files, to add the custom mvp and the custom items.

    NOTE: The files there are NOT all the modifications you need to do on your server, to finish the install.

    So to do a proper step-by-step list of instructions:

    1: Merge the "client/data/" folder with your clients "/data/" folder OR your grf file OR make another grf file and link it.

    2: Install the custom map by:

      2.1: In your "<server>/conf/maps.conf" file, add "map: fishmvp_dun" at the bottom, along with your other custom maps.

      2.2: In your "<server>/db/map_index.txt" file, add "fishmvp_dun" at the bottom, along with your other custom maps

      2.3: Rebuild your mapcache. You do this by backing up your "<server>/db/(pre-)re/map_cache.dat, and then running your "<server>/mapcache.exe" program. Make sure you open a separate cmd first, and navigate to it, to run it, so you can see its output in case it doesn't finish properly.

      2.4: <optional> in your "<client>/data/mapnametable.txt" file, add "fishmvp_dun.rsw#Lair of the Lord#" at the bottom
     
     
    3: Install the custom mvp by:

      3.0: <important> The custom monster will need an ID not already in use. In this case, my mvp uses the custom ID 2900. If this ID is already in use on your server, you will need to replace the ID with an appropriate ID instead. This will is for both the mob declaration as well as the related skills.

      3.1: Check your downloaded files, in the "/server/db" folder, you'll find "mob_db2.txt". It contains a single line of text, that needs to be copied to the bottom of your "<server>/db/mob_db2.txt" file. Remember to change the ID if it doesn't work for you.

      3.2: The same way as before, you need to take everything in the "mob_skill_db2.txt" file, and copy it to the bottom of your "<server>/db/mob_skill_db2.txt" file. Remember to change the IDs if they don't match the one you gave your monster in the previous step. They must be the exact same or your mvp will do nothing at all.

      3.3: You now need to add it to your client. In the "<client>/data/luafiles514/lua files/NPCIdentity.lub", you need to add "JT_LEVIATHAN = 2900," near the bottom of the file, among your other custom mobs. make sure the ID is the same as the ID you gave it on the server earlier.

      3.4: The same way as before, in the "<client>/data/luafiles514/lua files/jobname.lub", you need to add "[jobtbl.JT_LEVIATHAN] = "leviathan"," near the bottom of the file, among your other custom mobs.
     
      3.5: <notice> This mvp is scaled to be moderately strong, on an advanced server. Therefore you might want to test the mvp's strength and adjust to work with your own servers relative strength. The idea is to make it roughly the same challenge level as Drake. <important> Players WILL face this mvp ALONE; so if your server balance makes significantly weaker characters, you will need to scale back very much. If your low/mid tier mvps require a full team of players, you should consider lowering both its amount of slaves, as well as its base stats and spell levels. Balancing is up to you.
     
     
    4: Install the custom items by:

      4.0: <important> All the custom items added here, are added with the ID i gave them when adding this whole deal. If these conflict with your server setup, you will need to alter all the ids, making sure they are the same both serverside and clientside.

      4.1: In your downloaded archive file, you need to find "server/db/item_db2.conf". The full contents of this file needs to be added to your "<server>/db/item_db2.conf" among your custom items. <notice> If you add them as the last items on the list, make sure you remove the trailing "," at the end of my file, and add an extra "," before it, so the syntax fits with the rest of the file, so there's a "," between each item, and none after the last one in the list.

      4.2: In your downloaded archive file, you need to find "client/System/ItemInfo.lua". The whole content of that file needs to be added to your "<client>/System/ItemInfo.lua" file, among your other custom items. <notice> If you add them as the last items on the list, make sure you remove the trailing "," at the end of my file, and add an extra "," before it, so the syntax fits with the rest of the file, so there's a "," between each item, and none after the last one in the list.

      4.3: <IMPORTANT> <warning> If you change any of these id's, you will need to change the related ID's in all other parts of the package as well. First off, if you change the item ID's for the three mvp drop items or the mvp card, you need to go back to step 3.1, and alter that line to use the new item ids for the drops. If you change the IDs for any of the fish, you'll need to open the actual main script and change the ID throughout the entire script. There will be the ID listing in the comment, and 5 other occurances in the related fishing spot duplicate names, for each rare fish with a changed ID. On top of that, non-rare id's changed will have 3 occurances, the ID listing in the top comments, and two separate for the drop-list.

    5: Install the actual minigame script by:

      5.1: In the downloaded archive, find the "fishing_minigame.txt" file, and copy it to your "<server>/npc/custom/" folder.

      5.2: In your "<server>/npc/scripts_custom.conf" file, near the bottom, add "npc: npc/custom/fishing_minigame.txt" among your other custom scripts.
     
    6: With all your new client edits, make a patch and let all your players update.
     
    7: restart your server.

    And with that overly lengthy list of things to do, we should be done!

    I sure hope i remembered everything. It gets easy to overlook a detail when you do so many different things at the same time. Feel free to reply with questions, complaints, errors or everything else related. Hopefully it works, but if not, a couple of edits and iterations should iron out any residing bugs/oversights.

    Good luck with it, and happy fishing!
    fish.rar
  13. Upvote
    Garr got a reaction from BattleGrounds in Berserk skill modification   
    src/map/pc.c, pc_useitem.
    // Statuses that don't let the player use items if (sd->sc.count && ( sd->sc.data[SC_BERSERK] || (sd->sc.data[SC_GRAVITATION] && sd->sc.data[SC_GRAVITATION]->val3 == BCT_SELF) || sd->sc.data[SC_TRICKDEAD] || sd->sc.data[SC_HIDING] || sd->sc.data[SC__SHADOWFORM] || sd->sc.data[SC__INVISIBILITY] || sd->sc.data[SC__MANHOLE] || sd->sc.data[SC_KG_KAGEHUMI] || sd->sc.data[SC_WHITEIMPRISON] || sd->sc.data[SC_DEEP_SLEEP] || sd->sc.data[SC_SATURDAY_NIGHT_FEVER] || sd->sc.data[SC_COLD] || (sd->sc.data[SC_NOCHAT] && sd->sc.data[SC_NOCHAT]->val1&MANNER_NOITEM) )) return 0;
  14. Upvote
    Garr reacted to Tokeiburu in Act Editor   
    File Name: Act Editor
    File Submitter: Tokeiburu
    File Submitted: 03 Dec 2014
    File Category: Client Resources
     
    Heya,
     
    This tool is an action file editor, it edits Act and Spr files. You will find similarities with ActOR in its design, but it should be much more enjoyable to edit animations ;].
     
    Special thanks to Nebraskka for testing this software in its early days. All the suggestions and feedbacks made this software much better.
     
    How to install
    Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/download/y3amu1o5zsmgd2o
    Install the application with Act Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it.
    Once you are done, you can start the program from the link on your desktop.


     
     
    Key features
    The software has many, many features available. It would take too long to describe each one of them, so I've only focussed on the more impotant ones.
    You can undo and redo everything, scripts included.
    You can edit and add sounds easily.
    Powerful and easy to use palette editor.
    Sprite types have been abstracted - you don't have to worry or care about that.
    Animation speed can be changed easily.
    Most components have a drag and drop feature.
    Advanced scripting engine (C# language). The scripts can also be used to customize the software menus.
    Error checking when saving the act/spr to avoid invalid files. The sprite version will be automatically downgraded if RLE compression is not available.
    Frame interpolation (inbetweening/tweening) is possible via the Animation menu.
    Prompts you with an image converter dialog if the added image is invalid.
    Allows advanced edition for actions and frames via their respective menus.
    You can load files from GRFs directly (and save in the GRFs directly as well).

    Technical stuff
    Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well).
    When prompted with an error, use the "Copy exception" button to copy the debugging info. I will need this to fix the issue you're encountering.

    The editor's primary window
    The interface is really straightforward and similar to ActOR. I'll only focus on new elements!
     
    Rendering mode : This option changes the behavior of how layers are rendered. If you use 'Editor', you'll clearly see all the pixels when zooming in. If you use 'Ingame', it will use a linear scaling instead, which is closer to what the client does.

     
    References : These allow you to know where your item will be positionned (the yellow marker is the anchor, see below).

     
    Color mask : To edit the color of a layer, simply click on the color rectangle. You can also drag and drop the colors between different layers to quickly modify many of them.
     
    Common shortcuts : You can manipulate layers by using common shortcuts. More can be found from the Edit menu. These below are only the primary ones.
    Ctrl-A : Select all layers.
    Ctrl-C : Copy the selected layers.
    Ctrl-V : Paste the copied layers.
    Ctrl-X : Cut the selected layers.
    Alt-C : Copy current action.
    Alt-V : Paste current action.

    Advanced action and frame editions
    These expose all the available methods of the editor. You can remove a range of frames or copy a frame 10 times very quickly and easily. This dialog is found in Action/Frame > Advanced edit...

     
     
    Anchors
    You can edit anchors from the editor directly. Anchors are points that connect frames together, from different act files. Here's an example without and with anchors :
     



     
    This is mostly useful when you're using reference sprites (on the right panel). Clicking on the anchor button will let you choose where to attach the sprite (this is set semi-automatically for you though). You can edit those from the Anchors menu, but it is recommended to start from a pre-existing act to avoid doing this tedious process.
     
     
    Palette editor
    The palette editor allows you to quickly recolor sprites with an intuitive interface. Only indexed images can be edited (it's a palette editor after all) and three modes are available. The gradient mode changes an existing gradient to another color while keeping the original saturation and brightness of the colors - this makes the gradients blend in better. If there are no gradient (usually because it's a custom sprite), there's always the Adjust color mode. This one changes all color from a specified range to another one (Photoshop has a similar feature, which does work better).
     

     
    You can click on the image (on the left) to automatically select the palette indexes. These will be highlighted for a few seconds to show you what you're about to edit.
     
     
    Interpolation (tweening)
    This script can be accessed via Animation > Interpolate frames. This process fills the images between two frames by detecting the changes applied to the layers. Here's a simple example of how it can be used :
     
     
     
     
    Script engine
    The script engine can be accessed via Scripts > Script Runner. This is a big feature of Act Editor, it allows you to automate all your work with the act and much more. Click on the Help button for guides and available methods (don't hesitate to try out a script; if an error occurs the act will be reversed to its previous state). The documentation doesn't cover all of the available options and methods for obvious reasons (the .net framework is huge). Doc example :
     

     
    The language used by the script engine is C#. If you're not familiar with it, simply check out the script samples (Scripts > Open scripts folder)! I won't go into details here, questions can be asked in the support thread regarding addiotional features and methods. If you believe your script should be added in the program, send it to me and I'll probably add it.
     
     
    Customizable
    The settings dialog allows you to modify all colors in the editor easily.

     
    You'll also find the sound resources (GRFs and folders) that can be set up in the Sound tab. The Shell integration tab can associate the .act files with the software to edit them more easily.
     

     
    Don't hesitate to give me a feedbacks or suggestions!
     
    Click here to download this file
  15. Upvote
    Garr got a reaction from MikZ in char server connection lost   
    How are you running map and char server on the same port?
  16. Upvote
    Garr reacted to zackdreaver in JRO's summer costume   
    Hello developers,
     
    Can we have JRO's summer costume in Hercules?
     

     
    2014-07-22SW_Wear2014.zip
     
    thank you.
  17. Upvote
    Garr reacted to Nihad in Oboro / Rebellion Quest and Skills   
    A few of us from my team have been in touch with some of the devs and we understand a bit how things work around here. Each dev has their own style and is a totally unique person. No one is paid for developing hercules to the next step, if they are paid it is because of a per project basis. Everyone chooses what they will work on and if they feel like working on it they will do it and if their time permits they will do it. If they have paid jobs pending then they will do those first. I have found a few of the devs to be extremely helpful and respond relatively quickly to my own scripting questions... as long as it's not the weekend. Judging from your post it seems you feel they are obligated to help you. Which is totally not the case since no one is going to build an RO server for you. 
     
    Could they prioritize better and work on different things? Possibly, but posts like that won't encourage them. 
  18. Upvote
    Garr reacted to evilpuncker in Oboro / Rebellion Quest and Skills   
    things like that makes me go nuts lol, developers got a life too, and no, they are not worrying about futile things, they do what their time allows them to do, oboro quest is a futile thing rebellion skills will be released once we got proper info, want to speed up the process? go level up a rebellion in kRO and try to get all skill formulas, seems like you think that developers have all their time available to help us while we don't have a shit back to the community? (I'm speaking for myself now), I try to contribute with the community as much as I can, you should consider doing the same (or even better) instead of just asking for support every damn time, sorry for talking so much but your "do it and that and stop doing futile things" with no love nor respect to the developers made me mad
  19. Upvote
    Garr got a reaction from Tio Akima in npc walking (coordinates)   
    *npcspeed <speed value>;*npcwalkto <x>,<y>;*npcstop;These commands will make the NPC object in question move around the map. As they currently are, they are a bit buggy and are not useful for much more than making an NPC move randomly around the map.'npcspeed' will set the NPCs walking speed to a specified value. As in the @speed GM command, 200 is the slowest possible speed while 0 is the fastest possible (instant motion). 100 is the default character walking speed.'npcwalkto' will start the NPC sprite moving towards the specified coordinates on the same map as it is currently on. The script proceeds immediately after the NPC begins moving.'npcstop' will stop the motion.While in transit, the NPC will be clickable, but invoking it will cause it to stop moving, which will make it's coordinates different from what the client computed based on the speed and motion coordinates. The effect is rather unnerving.Only a few NPC sprites have walking animations, and those that do, do not get the animation invoked when moving the NPC, due to the problem in the NPC walking code, which looks a bit silly. You might have better success by defining a job-sprite based sprite id in 'db/mob_avail.txt' with this.
  20. Upvote
    Garr got a reaction from Tio Akima in effect in map (Neflheim)   
    In Browedit it's identified as effect 358.
  21. Upvote
    Garr got a reaction from milk in Remove drop form slave mobs   
    Umm, why so rather radical changes as to remake mobs or remove drops >.<
    One relativly small source edit can fix all the problems and for all slave mobs. I've been thinking of pulling option such as this inside actual Herc, but
    1) I'm lazy
    2) I'm not good with git.
     
    mob.c, mob_dead:
      if( !(type&1) && !map->list[m].flag.nomobloot && !md->state.rebirth && (    !md->special_state.ai || //Non special mob    battle_config.alchemist_summon_reward == 2 || //All summoned give drops    (md->special_state.ai==2 && battle_config.alchemist_summon_reward == 1) ||    //Marine Sphere Drops items.    ) )  { // Item Drop change to
      if( !(type&1) && !map->list[m].flag.nomobloot && !md->state.rebirth && (    (!md->special_state.ai && !md->master_id) || //Non special mob    battle_config.alchemist_summon_reward == 2 || //All summoned give drops    (md->special_state.ai==2 && battle_config.alchemist_summon_reward == 1) ||    //Marine Sphere Drops items.    ) )  { // Item Drop  
    Now, next:
    if(sd) { // process script-granted extra drop bonuses int itemid = 0; to
    if(sd && !md->master_id) { // process script-granted extra drop bonuses int itemid = 0;  
    Now ultimately most (if not all) non-special monsters with items drops should not drop anything (and I mean anything. Not predefined loots, and not script(item)-granted loots) if they are slaves to some other one.
  22. Upvote
    Garr got a reaction from evilpuncker in how can i merge all prt_fild into 1 map ?   
    I think here Tokeiburu mentioned all the limitations you'll run into if you'd try to make that happen.
  23. Upvote
    Garr got a reaction from Yoh Asakura in [MAP] Remove Shadows   
    You can't do that inside Browedit without recalculating lightmaps. If you have no light then you'll get every single texture black. To avoid that you need to add a lightbulb. Rest is above.
     
    Then again there's another way if you like. Maybe it'll be easier for you that way. Tools -> Lightmap -> Export. Without walls. Save the pictures. Edit the one with 1 in name and remove any shadows you don't like. Then Tools -> Lightmap -> Import.
  24. Upvote
    Garr got a reaction from evilpuncker in best software for scripting?   
    Notepad++ with scripting syntax highlighting here as well :3
  25. Upvote
    Garr got a reaction from Alphoccio in PC Repair Site, Groups?   
    It seems like default videocard driver is failing. If you install from the USB, I'd check for corruted files on it, and try to rerun the installation process. Or if you can enter things in Safe Mode, I'd try to install the actual videocard driver that your notebook is using.
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