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Anisotropic Defixation

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Everything posted by Anisotropic Defixation

  1. This looks like a classic symptom of a dying/overheating GPU to me. It might not happen in other games but RO is quite special and often more quirky than modern games.
  2. Have you converted your mob_db to the new .conf format?
  3. The whole project is managed by like 3 people and as far as I know there are no actual servers running under it. By the way, their code is extremely clean and organized, a pleasure to look at, something we could learn from.
  4. Yeah this isn't custom, pretty much all new instances use this stuff.
  5. Didn't rA have this already? http://herc.ws/board/topic/8974-script-command-setmobdata-getmobdata/ https://github.com/rathena/rathena/commit/2cee5b6 Seems more complete and people wanted it merged. I also dislike plugins myself.
  6. You disabled charm summons, remove those an add KO_ZENKAI instead.
  7. Certainly client limitations and things like what vykimo mentioned (including source changes).
  8. Which file handles this? I'm not talking about thunder_center.bmp but the base color, the blueish tint remains even if this file is changed to something else. Thanks.
  9. Monster's MATK is based mostly on their ATK2. #define MOB_MATK1(mobdata)( ((mobdata)->lv + (mobdata)->status.int_) + (mobdata)->status.rhw.atk2 * 7 / 10 )#define MOB_MATK2(mobdata)( ((mobdata)->lv + (mobdata)->status.int_) + (mobdata)->status.rhw.atk2 * 13 / 10 )
  10. If there a way to link an already existing effect to it through skill->unitsetting? In this case the base skill can set different UNT_ based on certain conditions, like KO_ZENKAI or GS_GROUNDDRIFT. This would also involve removing the "dummy" single UNT_ICEWALL/UNT_FIREPILLAR_ACTIVE animation, clif->changetraplook isn't viable for this reason as it merely places the linked effect on top of the dummy. Thanks.
  11. https://github.com/HerculesWS/Hercules/issues/720 Same issue here.
  12. Move the block you have quoted outside of the container block starting with "if( !skill_id )".
  13. Game's been pretty generic and boring so far, nothing like RO at all.
  14. Remove the cooldown values from skill_cast_db.
  15. You just have to edit the SC status values in status.c.
  16. Oh damn, it didn't even occur to me since this kind of script doesn't use classic shop function so I assumed it wouldn't work. Sorry, just being retarded today.
  17. Is there a way to open one of those shops through a script call? I'm talking about the vendors from npc_trader_sample.txt inside the doc folder. Thanks.
  18. Apparently the guards are supposed to teleport approaching monsters away, making it a safe zone.
  19. First you need to declare the healing formula for this skill, with your current code it would heal for zero.
  20. Is there a way to attach it to a certain NPC? Something like: OnTimer1000: misceffect 1,instance_npcname("npc#1"); end; Thanks!
  21. That's pretty dumb, I wonder if there's a way to move all the files from the system folder inside grf at least.
  22. It depends, for official modes the in-game queue offers more options, plus if I remember correctly it was made usable for one BG mode time ago but never finished completely. Another thing that would be really good is having both party and random queue option and the random option to have "smart" randomization, creating parties based on jobs so stuff like 5 priests on the same team doesn't happen.
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