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Mikhail von Hohenheim

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  1. Upvote
    Mikhail von Hohenheim reacted to Haziel in New Improved 3RD JOB Sprites.   
    Try it now, Hercules appears to hate me.
    It even altered my link. o_o
  2. Upvote
    Mikhail von Hohenheim reacted to Haziel in New Improved 3RD JOB Sprites.   
    Actually, the palette follows a pattern.
    It means, the white color is always at same position.

    Problems we had with palettes before was just that the palette was made to change colors that the jobs didn't use.
    In that case, jRO made the palettes with an bizarre pattern.

    I've corrected them, even the Royal Guard, I'll post it on Download section today, they're totally compatible with default palette already.
  3. Upvote
    Mikhail von Hohenheim reacted to zackdreaver in [Help] Anyone has a Full Copy of Visual Studio 10??   
    Express:
     
    http://download.microsoft.com/download/1/E/5/1E5F1C0A-0D5B-426A-A603-1798B951DDAE/VS2010Express1.iso
     
  4. Upvote
    Mikhail von Hohenheim reacted to fxfreitas in New Improved 3RD JOB Sprites.   
    Mechanic sprite out
     
    Here the mechanic sprite (sorry for my delay):
    Mechanic ALT.zip
     
    @edit: @@evilpuncker Fixed rsrsrs
  5. Upvote
    Mikhail von Hohenheim reacted to Dastgir in [Question] About herc.ws   
    Or might be your PC infected with some virus?
    (Sent an email to them about false positive they detecting)
  6. Upvote
    Mikhail von Hohenheim reacted to Garr in [Question] About herc.ws   
    Only Avira for somewhat reason thinks it's infected. 99.99% site's clean and it's actually antivir fault
  7. Upvote
    Mikhail von Hohenheim reacted to JayceeKyD in Assassin Cross Sprite to New Sprite   
    File Name: Assassin Cross Sprite to New Sprite
    File Submitter: JayceeKyD
    File Submitted: 17 Dec 2015
    File Category: Sprites & Palettes
     
    Change Assassin Cross Job Sprite to new job sprite
     
    extract the file in your RO folder .. thats all xD
     
    Click here to download this file
  8. Upvote
    Mikhail von Hohenheim reacted to banana in New Improved 3RD JOB Sprites.   
    2nd costume (GX)
    https://mega.nz/#!XItEwapa!EjUP-XqA66ODDZUfoVUm_OATpEbVgofgWc4Mvps0GCk
  9. Upvote
    Mikhail von Hohenheim reacted to Rytech in New Improved 3RD JOB Sprites.   
    Does this answer your question???
     
    Male and Female Guillotine Cross standing while wearing the alternate outfit.

     
    Male and Female Guillotine Cross in battle pose.

     
    2 female Guillotine Cross's sitting. One with the alternate outfit and the other with the original.

     
  10. Upvote
    Mikhail von Hohenheim reacted to Rytech in New Improved 3RD JOB Sprites.   
    Dressing room system is fully supported by kRO clients. Older 2015 clients like the 2015-05-13Ragexe supports it, but it uses a older version of the system still in development. The Oct 2015 clients uses a completed version of the system but isn't accessible without a small modification to some files. Here's some screenshots....
     
    Genetic wearing alternate outfit in battle pose.

     
    Guillotine Cross dressed as a Thief while welding katars.

     
    2 Genetics sitting next to each other. One wearing the original outfit and the other wearing the new alternate outfit.

     
    And finally, I added a custom entry in to support the old Rune Knight sprite.

     
    All of this without replacing anything.
     
  11. Upvote
    Mikhail von Hohenheim reacted to thor1009 in New Improved 3RD JOB Sprites.   
    The costume for Genetic is released, but I guess we can only replace the old ones?
    Attached is the files for replacement.
    When can we have the dress room system?
     
    Gene_2nd.zip
  12. Upvote
    Mikhail von Hohenheim reacted to zackdreaver in New Improved 3RD JOB Sprites.   
    jRO released new sprite for GX today
     

  13. Upvote
    Mikhail von Hohenheim reacted to fxfreitas in New Improved 3RD JOB Sprites.   
    Genetic Sprites finally out (sorry for my delay):
     
    The Sprites are located in: dataspriteÀΰ£Á·¸öÅë¿©costume_1 for female and dataspriteÀΰ£Á·¸öÅë³²costume_1 for male
     
    and a bit of more info:
    All costume sprites are moved to this folder (wedding, santa, beach 1 and 2, oktoberfest, hanbok, Game Master)
     
    GENETICIST ALT SPRITE.zip
     
    Enjoy it!
  14. Upvote
    Mikhail von Hohenheim reacted to Shourei in New Improved 3RD JOB Sprites.   
    File version compressed in rar for the genetic's sprite data.
    Just in case you have issue extracting
    Gene_2nd.rar
  15. Upvote
    Mikhail von Hohenheim reacted to KirieZ in [Help] Assistance in Server DB and Hercules DB Files   
    As far as I know when you export it to a zip, you don't have it under version control anymore, so I believe the only way would be to do a new clone and overwrite files with your changes. When I have to backup my repo to use in another PC I zip the entire repo folder (as it contains .git folders which are used by git) by right clicking.
     
    about mysql, I've never used workbench, but to migrate data exporting and reimporting should be enough, what is the error message?
  16. Upvote
    Mikhail von Hohenheim reacted to Dastgir in Remove script effect   
    bonus2 bExpAddRace,RC_All,50;if(BaseLevel < 175) { bonus bAllStats,5;}
  17. Upvote
    Mikhail von Hohenheim reacted to Angelmelody in Spider Web Limit   
    this?
    skill_db.txt
    405,7,6,1,0,0x1,0,1,1,no,0,0,3,magic,0, PF_SPIDERWEB,Fiber Lock
  18. Upvote
    Mikhail von Hohenheim reacted to AnnieRuru in [HELP] Monster Kill pt.2   
    no idea, since I have been scripting since 9 years ago, I found eathena script language is normal to me
    you need to code a SC_xxx constantduring the effect, if kill the monster, will add Str
    this can only done through source code, not npc script
     
    hmm ... interesting idea, SC_ADDSTATKILLMOB
    add this in my to-do list
    sc_start4 SC_ADDSTATKILLMOB, 10000, PORING, 100, 1, bStr;start a status, in 10 seconds,kill a poring, 100% chance to gain 1 str stat
  19. Upvote
    Mikhail von Hohenheim reacted to Angelmelody in Help, need code cell pvp   
    I covert to hercules
    http://herc.ws/board/topic/7552-pk-area-error-while-compiling/
     
    maybe some typo
    http://herc.ws/board/topic/8587-cell-pvp-pk-area-patch/
  20. Upvote
    Mikhail von Hohenheim reacted to Angelmelody in PK Area Error while compiling   
    I m not using clean emulator to create patch ,so ~ patch it by manual
    this mod should be given criedit to Mr. Postman from Thailand
    cell_pvp.diff
  21. Upvote
    Mikhail von Hohenheim reacted to AnnieRuru in Q>is it possible to get the monster skill?   
    yup tested the above post works
    I thought has to use OnPCUseSkillEvent and unitskilluseid ... I guess no need
    note that some skill has to fill out dataluafiles514lua filesskillinfozskillinfolist.lub for client not throw error
  22. Upvote
    Mikhail von Hohenheim got a reaction from AnnieRuru in Q>is it possible to get the monster skill?   
    in your server database
     
    db>re>item.db
     
     
    { Id: 25001 AegisName: "Earthquake_Scroll" Name: "Level 5 Earthquake Scroll" Type: 11 Buy: 1000 Weight: 10 BuyingStore: true Nouse: { sitting: true } Script: <" itemskill NPC_EARTHQUAKE,5; ">}, in your client
     
    System>itemInfo.lua
     
    [25001] = { unidentifiedDisplayName = "Level 5 Eartquake Scroll", unidentifiedResourceName = "¹°ÀÇÁÖ¹®¼­", unidentifiedDescriptionName = { "A spell scroll which was made by the essence of ancient magic.", "Allows to use ^000088Level 1 Frost Diver^000000.", "^FFFFFF_^000000", "Weight: ^7777771^000000" }, identifiedDisplayName = "Level 5 Eartquake Scroll", identifiedResourceName = "¹°ÀÇÁÖ¹®¼­", identifiedDescriptionName = { "A spell scroll which was made by the essence of ancient magic.", "Allows to use ^000088Level 1 Frost Diver^000000.", "^FFFFFF_^000000", "Weight: ^7777771^000000" }, slotCount = 0, ClassNum = 0 },  
     
    just a disclaimer though,, 
     
    I havent tried this out yet,,
     
    to the others,, PLEASE help us out here,,
     

  23. Upvote
    Mikhail von Hohenheim reacted to Kuya Jeo in [HELP] Monster Kill pt.2   
    test this you forgot to put a Boolean on each if statement
     
    Test this script and check the amount of poring, don't use @reloadscript if you edit the script or else script won't load, restart your server to load the script.
    // kill 10 monsters gets 1 status point- script PoringKill FAKE_NPC,{OnNPCKillEvent: if ( readparam(bLuk) < 5 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 5 ) { statusup2 bLuk, 1; poringkill = 0; } } if ( readparam(bLuk) >= 5 && readparam(bLuk) <= 10 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 10 ) { statusup2 bLuk, 1; poringkill = 0; } } if ( readparam(bLuk) >= 10 && readparam(bLuk) <= 15 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 15 ) { statusup2 bLuk, 1; poringkill = 0; } } if ( readparam(bLuk) >= 15 && readparam(bLuk) <= 20 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 20 ) { statusup2 bLuk, 1; poringkill = 0; } } if ( readparam(bLuk) >= 20 && readparam(bLuk) <= 25 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 25 ) { statusup2 bLuk, 1; poringkill = 0; } } if ( readparam(bLuk) >= 30 && readparam(bLuk) <= 40 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 40 ) { statusup2 bLuk, 1; poringkill = 0; } } if ( readparam(bLuk) >= 40 && readparam(bLuk) <= 50 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 50 ) { statusup2 bLuk, 1; poringkill = 0; } } if ( readparam(bLuk) >= 50 && readparam(bLuk) <= 60 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 60 ) { statusup2 bLuk, 1; poringkill = 0; } } if ( readparam(bLuk) >= 60 && readparam(bLuk) <= 70 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 70 ) { statusup2 bLuk, 1; poringkill = 0; } } if ( readparam(bLuk) >= 70 && readparam(bLuk) <= 80 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 80 ) { statusup2 bLuk, 1; poringkill = 0; } } if ( readparam(bLuk) >= 80 && readparam(bLuk) <= 90 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 90 ) { statusup2 bLuk, 1; poringkill = 0; } } if ( readparam(bLuk) >= 90 && readparam(bLuk) <= 99 ) if ( killedrid == PORING ) { poringkill++; if ( poringkill == 100 ) { statusup2 bLuk, 1; poringkill = 0; } } end;}
  24. Upvote
    Mikhail von Hohenheim reacted to AnnieRuru in [Help] Monster Kill   
    I just tested by summon 100 poringsit gives 1 status point per 10 poring, and gives total 10 status point when I kill all
    I have no idea how you can get it on 15th or 16th
    .
    why not ? the word impossible doesn't even exist in my dictionary.
    then use setarray.
    if ( getmonsterinfo .. mob_level < BaseLevel ....
    just remove the killedrid ....
    remove the shuffle algorithm and use array ...
    I hope you can understand a little bit about scripting .....
    - script kdjshfkshf FAKE_NPC,{OnInit: setarray .poring, // configure your mobs to trigger random stats PORING, DROPS, POPORING, MARIN, GOLDPORING, METALING, MAGMARING, POURING, MASTERING, ANGELING, GHOSTRING, ARCHANGELING, DEVILING, JEJELING, LITTLE_PORING; .poringracesize = getarraysize( .poring ); end;OnNPCKillEvent: if ( sqrt(pow( getmonsterinfo( killedrid, MOB_LV ) - BaseLevel, 2)) <= 10 ) { // if level difference below 10 mobkill++; // any mob kill increase the count if ( mobkill >= 10 ) { // if kill any monster more than 10 StatusPoint++; // increase status point by 1 mobkill = 0; } } if ( readparam(bStr) < 20 ) { // if str is lower than 20 while ( killedrid != .poring[.@i] && .@i < .poringracesize ) .@i++; if ( .@i < .poringracesize ) { statusup2 bStr, 1; } } end;}
  25. Upvote
    Mikhail von Hohenheim reacted to AnnieRuru in [Help] Monster Kill   
    good point @@mrlongshen
    yes, in order for the status point to persist after a status reset
     
    your server must be pre-renewal setting (as renewal has to use statpoint table)
    and set the use_statpoint_table MUST set to no to prevent bugs
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