Thuan
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About Thuan
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Scratch that, I failed to test it properly. Working like on officials.
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Trying to fix this skill delay on Acid Bomb to work like on officials. Right now this skill has the following values in skill_cast_db.txt: //-- CR_ACIDDEMONSTRATION490,1000,1000,0,0,0,0 So 1s cast time, 1s cast delay. On officials, Magic Strings used to reduce the cast delay to values below the ASPD-delay --> cast delay was effectively limited by ASPD and the input limit. However here this cast delay is fixed to 1s, Magic Strings doesn't reduce it, nor does ASPD. I couldn't find how to flag the aftercast delay to be reduced by Magic Strings like most other spells do. Does someone have the answer? Thanks in advance. Edit: False alarm, it seems to be correct
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What a relief, thanks! That was the problem.
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Bump Is this the wrong section or is this a weird issue?
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Hi, I already kind of asked in another thread, but I shouldn't have asked 2 questions at once, my bad. So I'm gonna try to specify this problem a bit more: Every time a boss monster recalls his slaves, the slaves' sprites become small. When you walk out of the screen and back, the sprites are big again, and this behaviour annoys me. I found some monster_size_effect.lub files inside the ROSystem Folder, and thought they might have something to do with it, but deleting/renaming them didn't change a thing. Can somebody help? Thanks very much.
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Summoned monster sprite size // monster having HP-Bar
Thuan replied to Thuan's question in Client-Side Support
Nobody having trouble with this issue? -
iteminfo.lua or iteminfo.lub convert to old idnum2item?
Thuan replied to Brynner's question in Client-Side Support
You need two tools: 1) Item Converter (idnum<....>.txt ---> itemInfo.lua) http://rathena.org/board/topic/66795-itemconverter/ 2) A tool to convert itemInfo.lua to itemInfo.lub https://github.com/ROClientSide/Translation/tree/master/Tools Not sure why, but my client didn't read from RO-FolderSystemitemInfo.lub but from RO-Folderdatacskroption.lub, so I had to rename the itemInfo.lub to cskroption.lub. Keep that in mind if things don't work out. -
Summoned monster sprite size // monster having HP-Bar
Thuan replied to Thuan's question in Client-Side Support
I used @monster for that one. Walked out of the screen and back in, then they become small. But it happens to all 'summoned' monsters, like also summoned slaves. Once they get recalled and you see that, they become small: Or when normal monsters respawn on my screen, howewer if I walk out of the screen and go back, they change back to normal size again. -
Summoned monster sprite size // monster having HP-Bar
Thuan replied to Thuan's question in Client-Side Support
That certainly helped removing the HP-Bars, thanks. Do you also know something about the monsters changing sprite sizes when summoned? -
Summoned monster sprite size // monster having HP-Bar
Thuan posted a question in Client-Side Support
I'm not really sure if this is a client-side problem, but I'm trying to remove the HP-bar from monsters and summoned ones changing their sprite size. Using the 20120418 client and couldn't find anything about this matter yet. Is there a way to remove those "features"? Thanks in advance. -
http://rathena.org/board/topic/66795-itemconverter/
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I eventually found out myself, it was reading from RO-Folderdatacskroption.lub all the time...
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Alright, I have read through topics about this and tried a few hours now, and it didn't work out I'm using the 2012-04-18 client and trying to setup pre-renewal item descriptions with their values. Diffs Read data folder first / Read lua before lub remain unchecked. What I did: 1. get the num2item-whatever-.txt files from here: http://herc.ws/board/topic/3586-r-iteminfolua-updated-for-pre-renewal/?p=23689 2. Convert them using Item Converter to itemInfo.lua: For example, the entry for Diabolus Robe looks like this, "Defense : ^7777776^000000" seems to be the correct DEF-value (6) for pre-re, right? itemInfo.lua: [2374] = { unidentifiedDisplayName = "Diabolus Robe", unidentifiedResourceName = "디아볼루스로브", unidentifiedDescriptionName = { }, identifiedDisplayName = "Diabolus Robe", identifiedResourceName = "디아볼루스로브", identifiedDescriptionName = { "A robe which is decorated with unknown letters. The wearer feels like they're learning a new language.", "MaxSP +150, Mdef +5", "Reduces casting delay by 10%", "Increases effectiveness of ^FF0000Heal^000000 skill by 6%.", "When equipped with Diabolus Ring, ", "Matk +3% and Atk +3%.", "Class : ^777777Armor^000000", "Defense : ^7777776^000000", "Weight : ^77777730^000000", "Required Level : ^77777760^000000", "Jobs: ^777777Transcendent Archer, Mage, Acolyte^000000", }, slotCount = 1, ClassNum = 0 }, 3. Convert to .lub using "luac5.1.4.exe" 4. Put itemInfo.lub into the RO-FolderSystem 5. See if it works (it doesn't): (screen attached) Like I think it gets the descriptions from somewhere else. Even when I temporarily rename the "System" folder and/or leaving my custom.grf to just modifying the clientinfo.xml (in case some files from there are messing things up), the descriptions are still from renewal and in english. Am I missing something? Can someone help me with this?
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Yes, that's what I needed, thank you!
- 2 replies
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- Storm Gust
- WZ_STORMGUST
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(and 2 more)
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Can someone tell me where to find the code for how Storm Gust works? I can see it reading from skill_unit_db.txt but not how that information gets computed. I'm trying to mimic the behavior on how Storm Gust worked on officials for pre-re boss property monsters (every second hit getting an extra hit for a total of 15 hits), but I can't find where it's coded. Thanks.
- 2 replies
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- Storm Gust
- WZ_STORMGUST
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(and 2 more)
Tagged with: