Spre
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theoriginalspre
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yes whats the full item code? and im not sure if its different here then ea and ra but try changebase JOB_NAME; like its defined in the source.
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a small search would have helped you a bit. https://github.com/HerculesWS/Hercules/blob/master/doc/script_commands.txt#L4425 from this topic: http://herc.ws/board/topic/7895-npc-for-change-job-clothing-sprite/?hl=changebase#entry47228 so just shrink that code down to changebase job_id;
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update: it looks like to me that gravity closed ALL open mobids that would allow a custom sprite, and it looks on purpose, I mean do they REALLY need 100 of the same mob just with a rename in the new id? jobidentity.lub shows the ids in use, its nutz. according to google (really google?) mobs in the 3k range crash all clients. really puzzled on thisone.
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i just read this. any of the bridge code come from the old IRCBot that was in eA until r13014? that bot when it worked had alot of good functions, it was to bad it was not kept up and was eventually removed.
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didnt reallt want to do anything with a grf yet, could try, doesnt make any sense why the first one would work but not the rest. and ive checked the ids those ids are free at the current time. the mob you see is 3200 werepot i summoned just before 3213 blossom(which errored out) EDIT: packed a grf same result
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So when I last used anytype of Ro anything we needed Xray to have custom mob sprites. Think of my joy when I found the new systems can actually acomodate custom mob sprites yay. Ive just been toying with this, in an unserious way, but have come to a disapointing roadblock. Mob #1 Works perfectly no issues all mobs after #1 dont, the normal blah blah cannot find file : sprite blah blah .spr error, i got tired of that in the pre xray days. usually means the lua files are wrong, however I know my lua i <3 lua, I cant find anything wrong with these... now note, i didnt feel like digging out the old mobs i used in the xray days, i just grabed the eden pack from the site here, using those mobs for the test. going to see if fresh eyes can spot an issue end of jobname.lua(where the customs are) now note: WEREPOT (#1) works great no sprite errors [jobtbl.JT_WEREPOT] = "WEREPOT", [jobtbl.JT_BANA_MANTIS] = "bana_mantis", [jobtbl.JT_EDEN_IMP] = "EDEN_IMP", [jobtbl.JT_FLOWER_FAE] = "FLOWER_FAE", [jobtbl.JT_ANGRA_VESPA] = "ANGRA_VESPA", [jobtbl.JT_LEPERA] = "LEPERA", [jobtbl.JT_SPROUTLING] = "SPROUTLING", [jobtbl.JT_EDEN_SENTINEL] = "EDEN_SENTINEL", [jobtbl.JT_MINERAL_CLUSTER1] = "MINERAL_CLUSTER1", [jobtbl.JT_MINERAL_CLUSTER2] = "MINERAL_CLUSTER2", [jobtbl.JT_MINERAL_CLUSTER3] = "MINERAL_CLUSTER3", [jobtbl.JT_TOXIFROG] = "TOXIFROG", [jobtbl.JT_BIRD_OF_PARADISE] = "BIRD_OF_PARADISE", [jobtbl.JT_BLOSSOM] = "blossom", [jobtbl.JT_DRACO_FLY] = "DRACO_FLY", [jobtbl.JT_MANDRAKE] = "MANDRAKE", [jobtbl.JT_MONITOR] = "MONITOR", [jobtbl.JT_MONO] = "MONO", [jobtbl.JT_ADAMANTIUM] = "ADAMANTIUM", [jobtbl.JT_BRADIUM] = "BRADIUM", [jobtbl.JT_CAVE_MONSTER] = "CAVE_MONSTER", [jobtbl.JT_COAL] = "COAL", [jobtbl.JT_MOSSY_GOLEM] = "MOSSY_GOLEM", [jobtbl.JT_ORIDECON] = "ORIDECON", [jobtbl.JT_ROCK_GOLEM] = "ROCK_GOLEM", [jobtbl.JT_ADAMANTOISE] = "ADAMANTOISE", [jobtbl.JT_CALLIOPE] = "CALLIOPE", [jobtbl.JT_CANTAGIOUS] = "CANTAGIOUS", [jobtbl.JT_ELUNIUM] = "ELUNIUM", [jobtbl.JT_ELUNIUM_GOLEM] = "ELUNIUM_GOLEM", [jobtbl.JT_HAZARDOUS] = "HAZARDOUS", [jobtbl.JT_LORELEI] = "LORELEI", [jobtbl.JT_ORIDECON_GOLEM] = "ORIDECON_GOLEM", [jobtbl.JT_SPEARFISH] = "SPEARFISH" } End of NPCIdentity.lua (and again werepot loads great remember that) JT_WEREPOT = 3200, JT_BANA_MANTIS = 3201, JT_EDEN_IMP = 3202, JT_FLOWER_FAE = 3203, JT_ANGRA_VESPA = 3204, JT_LEPERA = 3205, JT_SPROUTLING = 3206, JT_EDEN_SENTINEL = 3207, JT_MINERAL_CLUSTER1 = 3208, JT_MINERAL_CLUSTER2 = 3209, JT_MINERAL_CLUSTER3 = 3210, JT_TOXIFROG = 3211, JT_BIRD_OF_PARADISE = 3212, JT_BLOSSOM = 3213, JT_DRACO_FLY = 3214, JT_MANDRAKE = 3215, JT_MONITOR = 3216, JT_MONO = 3217, JT_ADAMANTIUM = 3218, JT_BRADIUM = 3219, JT_CAVE_MONSTER = 3220, JT_COAL = 3221, JT_MOSSY_GOLEM = 3222, JT_ORIDECON = 3223, JT_ROCK_GOLEM = 3224, JT_ADAMANTOISE = 3225, JT_CALLIOPE = 3226, JT_CANTAGIOUS = 3227, JT_ELUNIUM = 3228, JT_ELUNIUM_GOLEM = 3229, JT_HAZARDOUS = 3230, JT_LORELEI = 3231, JT_ORIDECON_GOLEM = 3232, JT_SPEARFISH = 3233} sprite directory and mob_db
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not sure if you got your answer, this was still on the first page when i started reading the forum. took me a second as i didnt realize item_nodrop nolonger exists https://raw.githubusercontent.com/HerculesWS/Hercules/master/db/re/item_db.conf just add a Trade: field in the item structure. Trade: { nodrop: true notrade: true } just look at the item_db.conf i linked to for the full use. that takes care of your last question. for your spawn timers.. kh_dun02,0,0,0,0 boss_monster Kiel D-01 1734,1,7200000,600000,0 all spawns are in the npc/(re/pre)/mobs directories open up the file and the 2nd and 3rd from last fields are the spawn timers. first one is the base respawn timer second one is a variance on top of the base respawn timer. the respawn timer is in MS so calculate that rate 5000 is a 5 second respawn timer. as for your item issues, ill jsut touch base on the berries use if(Class == Job_Paladin) script. { Id: 607 AegisName: "Yggdrasilberry" Name: "Yggdrasil Berry" Type: 0 Buy: 5000 Weight: 300 Upper: 63 BuyingStore: true Delay: 5000 Script: <" if(Class == Job_Paladin) { end; } else percentheal 100,100; ">}
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http://herc.ws/wiki/Custom_Mobs#Database_Structure pretty straight forward.
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WELL FINE IM SPRE HAPPY? ok ok. I have a little time. all the way back when. Fusion -> Script Developer (newb back in the day when I first started) Under the name "Fault" back with maud_dib learn quite a bit from maud. Fusion crapped out, moved to eA after it died, stayed quiet doin my own thing for a while, finally got tired of sitting back and did something. Moved on up to support leader (still SL on the old eA archived forums, the newones notso much, more on that later) Prometheus -> Script Developer, Also worked on the core, was a good project to bad it didnt get very far =/ eAthena -> Cant find most of my topics, nor can i remember my password hahaha Red pouch of surprise core and db code: http://www.eathena.ws/board/index.php?showtopic=149044&hl=Spre SQL Databases, the item and mob dbs they were my babies, post is gone i cant find it, but i made sure to post updated sql files when the txt dbs were updated as they were not always updated at the same time. Countless wiki entries, countless hours spent in the scripting and database support forums assisting the myrads of issues rAthena-> Support Leader with SVN access, script fixes and commits (before it switched to git from sourceforge) Only demoted due to inactivity with work and caring for my son with cp, and can get it back whenever i return. New eA Site -> Im registered, but havent done much, its slow, sometimes I cant even load it, only one script release post, not much other then that. like i said, its slow to load and seems not very active anymore. I've always had a hookup for official ASB scripts, from one certain person who i think might have finally "retired". I have a little spare time now, and I dont get involved in "this emu is better then that" all three *athenas have good points and bad points, all 3 have great knoweledgable person(s) working on them. All 3 can benefit from people. So my knowledge if for everyone. now the only thing Ive never used is this git, im old fashioned, I submitted a pull request to fix those sql files I posted about, but who knows if I did it right! hahaha
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Now I looked in the source, but didnt have to. if hercules uses _re databases then they are used, ive been raking my brain thinking i goofed for a week, and i can not believe nobody has seen this or realized all the errors the map server throws upon startup. mob_skill_db_re and mob_db_re both return zero rows when queried, i just happen to notice this typo? here are the files from the repository https://raw.githubusercontent.com/HerculesWS/Hercules/master/sql-files/mob_skill_db_re.sql https://github.com/HerculesWS/Hercules/blob/master/sql-files/mob_db_re.sql these two sql files should be like the following. otherwise why would there be seperate databases still for RE? http://evlite.net/files/mob_db_re.sql http://evlite.net/files/mob_skill_db_re.sql if im wrong let me know. if im right lets getem fixed up. I checked the item_db_re and its correct. this only effects those who utilize re. I didnt post in the bug section, because ive already fixed it in the two links i provided, and this forum im sure gets more exposure for database related issues then the bug tracking software from general users.
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to tired to actually do an introduction. 80% of you should know who i am anyway, just figured id post before i forgot and before i went to bed so HI