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Everything posted by Sakurada

  1. Oh just making a skill/item that does that? Thats a snap You can easily copy PA_SAC and just remove the amount of hits in the status.c case SC_SACRIFICE: val2 = 5; //Lasts 5 hits tick = INFINITE_DURATION; break; and then changing the damage formula to something a little more strict case PA_SACRIFICE: skillratio += 200; break; Besides duration their wouldnt be much more to it... I can write this for you if you go post on @AnnieRuru profile saying "Is it ok if Haseo writes me a skill for free" I could be wrong about this but its just extra work for me
  2. Is using anchor on custom job sprites / animations supposed to be so horrible ? To me it seems like it doesnt even matter where your head pieces are positioned as long as you fit the anchor on the body sprite... But when i try to change the anchor its like everything really off and I just have to guess and hope its aligned when i look in game Maybe im doing it wrong ? It doesnt matter where i place my heads on my head animation, i have to move the anchor, but it doesnt align how i see it in act editor and moving it is the only way to fit it in game
  3. So i guess you want your basic attack damage to deal 200% of your ATK ?
  4. I tried adding some custom items to my updated 2019 client and had a million issues trying to add new items... something about "expected a close" crap like that practically everywhere so i just deleted it all and solely work with apples
  5. Sounds like a pain
  6. What is the resolution on your cover photo? O_O''

    1. Sakurada
    2. Sakurada


      You're soooo annoying <______<

    3. Sakurada


      >___________> Did you know not all frogs use their tongues to catch food?


  7. ok but hes actually editting the textures used in the animations from what i can see.. unless your saying the decompiled effects are just a bunch of numbers representing . . . pixels colors and positions. . . or something
  8. whats this about recreating the specialeffects? id pay you just to respond do you have access to effects that werent included in the data.grf? If so i guess you must have some sort of packet viewer or something if you gotta make all the textures by hand again? Also you didnt post this on rathena ? Sorry im just a potato!
  9. custom/slowpoke\slowpoke.bmp|slowpoke\slowpoke.bmp custom/blackice\blackice.bmp|blackice\blackice.bmp custom/bar\bardesk1.bmp|bar\bardesk1.bmp custom/bar\bardesk2.bmp|bar\bardesk2.bmp custom/bar\bardesk3.bmp|bar\bardesk3.bmp custom/bar\bardesk4.bmp|bar\bardesk4.bmp custom/bar\barstool.bmp|bar\barstool.bmp custom/bar\barfloor.bmp|bar\barfloor.bmp custom/bar\barfloor2.bmp|bar\barfloor2.bmp custom/bar\barfloor3.bmp|bar\barfloor3.bmp custom/bar\barwall.bmp|bar\barwall.bmp custom/bar\barwall1.bmp|bar\barwall1.bmp custom/bar\barshelf.bmp|bar\barshelf.bmp custom/bar\barshelfbg.bmp|bar\barshelfbg.bmp custom/bar\cooldrink2.bmp|bar\cooldrink2.bmp custom/bar\cooldrink3.bmp|bar\cooldrink3.bmp custom/bar\cooldrink4.bmp|bar\cooldrink4.bmp custom/bar\cooldrink5.bmp|bar\cooldrink5.bmp custom/bar\cooldrink6.bmp|bar\cooldrink6.bmp custom/bar\clock.bmp|bar\clock.bmp custom/bar\barbbq.bmp|bar\barbbq.bmp custom/bar\steak1.bmp|bar\steak1.bmp custom/bar\steak2.bmp|bar\steak2.bmp custom/bar\bbq1.bmp|bar\bbq1.bmp custom/bar\bbq2.bmp|bar\bbq2.bmp custom/bar\potion1.bmp|bar\potion1.bmp custom/bar\potion2.bmp|bar\potion2.bmp custom/bar\potion3.bmp|bar\potion3.bmp custom/bar\potion4.bmp|bar\potion4.bmp custom/bar\potion5.bmp|bar\potion5.bmp custom/bar\shipfloor.bmp|bar\shipfloor.bmp custom/bar\gem1.bmp|bar\gem1.bmp custom/bar\gem2.bmp|bar\gem2.bmp custom/bar\bookcase1.bmp|bar\bookcase1.bmp custom/albertac\al01.bmp|albertac\al01.bmp custom/albertac\al02.bmp|albertac\al02.bmp custom/albertac\al03.bmp|albertac\al03.bmp custom/albertac\al04.bmp|albertac\al04.bmp custom/payoncustom\paytiles.bmp|payoncustom\paytiles.bmp custom/tifa\smallwoodtiles.bmp|tifa\smallwoodtiles.bmp custom/tifa\smallwoodtiles2.bmp|tifa\smallwoodtiles2.bmp custom/tifa\woodtilewalls.bmp|tifa\woodtilewalls.bmp custom/tifa\bartable.bmp|tifa\bartable.bmp custom/tifa\bartable2.bmp|tifa\bartable2.bmp custom/tifa\bartableplate.bmp|tifa\bartableplate.bmp custom/tifa\bartableunder.bmp|tifa\bartableunder.bmp custom/tifa\stool1.bmp|tifa\stool1.bmp custom/tifa\stooltop1.bmp|tifa\stooltop1.bmp custom/tifa\stooltop2.bmp|tifa\stooltop2.bmp custom/tifa\fridge1.bmp|tifa\fridge1.bmp custom/tifa\fridge2.bmp|tifa\fridge2.bmp custom/tifa\redshelf1.bmp|tifa\redshelf1.bmp custom/tifa\redshelf2.bmp|tifa\redshelf2.bmp custom/tifa\stovetop.bmp|tifa\stovetop.bmp custom/tifa\trainwheels.bmp|tifa\trainwheels.bmp custom/tifa\redshelf3.bmp|tifa\redshelf3.bmp custom/tifa\blackwires.bmp|tifa\blackwires.bmp custom/tifa\fryingpanblack.bmp|tifa\fryingpanblack.bmp custom/tifa\cookingpot.bmp|tifa\cookingpot.bmp custom/tifa\blacktexture.bmp|tifa\blacktexture.bmp RO/custom/cookingpot|data\model\tifa\cookingpot.rsm RO/custom/bardesk|data\model\tifa\bardesk.rsm RO/custom/blacktexture|data\model\tifa\blacktexture.rsm RO/custom/blackwires|data\model\tifa\blackwires.rsm RO/custom/blackfryingpan|data\model\tifa\blackfryingpan.rsm RO/custom/redshelf1|data\model\tifa\redshelf1.rsm RO/custom/redshelf2|data\model\tifa\redshelf2.rsm RO/custom/stovetop|data\model\tifa\stovetop.rsm RO/custom/bardesk2|data\model\tifa\bardesk2.rsm RO/custom/tifafridge|data\model\tifa\tifafridge.rsm RO/custom/stooltop1|data\model\tifa\stooltop1.rsm RO/custom/stooltop2|data\model\tifa\stooltop2.rsm RO/custom/stoolbase|data\model\tifa\stoolbase.rsm RO/custom/barplank|data\model\tifa\barplank.rsm RO/custom/barplank2|data\model\tifa\barplank2.rsm RO/custom/blackice|data\model\blackice\blackice.rsm RO/custom/cooldrink1|data\model\cooldrink1\cooldrink1.rsm RO/custom/cooldrink2|data\model\cooldrink2\cooldrink2.rsm RO/custom/cooldrink3|data\model\cooldrink3\cooldrink3.rsm RO/custom/cooldrink4|data\model\cooldrink4\cooldrink4.rsm RO/custom/cooldrink5|data\model\cooldrink5\cooldrink5.rsm RO/custom/cooldrink6|data\model\cooldrink6\cooldrink6.rsm RO/custom/gem1|data\model\gem1\gem1.rsm RO/custom/gem2|data\model\gem2\gem2.rsm RO/custom/potion1|data\model\potion1\potion1.rsm RO/custom/potion2|data\model\potion2\potion2.rsm RO/custom/potion3|data\model\potion3\potion3.rsm RO/custom/potion4|data\model\potion4\potion4.rsm RO/custom/clock|data\model\clock\clock.rsm RO/custom/bookcase1|data\model\bookcase1\bookcase1.rsm RO/custom/ship1|data\model\ship1\ship1.rsm RO/custom/potion5|data\model\potion5\potion5.rsm RO/custom/staketest|data\model\staketest\staketest.rsm RO/custom/barbbq|data\model\barbbq\barbbq.rsm RO/custom/bbqsteak|data\model\bbqsteak\bbqsteak.rsm RO/custom/bardesk1|data\model\bardesk1\bardesk1.rsm RO/custom/bardesk2|data\model\bardesk2\bardesk2.rsm RO/custom/bardesk4|data\model\bardesk4\bardesk4.rsm RO/custom/barstool|data\model\barstool\barstool.rsm RO/custom/barshelf|data\model\barshelf\barshelf.rsm
  10. Model/Texture Pack 02

    Version 1.0.0


    unzip and merge with model and texture folder. . . go watch browedit tutorials to learn how to use the custom models Video #11 , 17, 18, 19 if your interested in these Thanks @Syouji for lessons Just testing things out, probably not gonna finish it. Once again thank you to "Square" for Final Fantasy 7 for the 7th Heaven. The stools also come in orange. red 1 : Outlets and wires red 2 : Frying pan courtesy of Bazsa from
  11. Half of my knight was killed in the great upgrade of my client but some still remains intact So pretty much you got your aura going on , it was planned on being anti heal Now at the start i target the poring and he isnt effected by rage burst rage burst pushes everything effectively except for marked targets.. get it? I had some 1h sword stuff sonic wave was made similar to sharp shooting where it hits everything but i showed that in the gunslinger video, along with a few more movement skills that i developped really early on ... now i can use the same functions as my gunslinger As for everything else i had planned with my current skill set: I had alot of plans but decided to go and just make my own game but these were the sum of it : Soul Linker : New aura system... everyone has them. Soul linkers can merge auras with people like how bards and dancer used to inneffictivly do with each other. Just some revamped links and the only really planned skill was a CAGE that you casted on top of monsters that changed elements... 4 sided firewall with adjustable element Champion:Expanded Spirit Orb system... many classes will have use of spirit balls and champion will get his skills involving sharing and gaining spirit orbs... storing them or making an aura that adds spirit orbs to team mates... then the combat build was gonna get cut in half too many combos... maybe just split them up and make them do different things Star Gladiator : Gladiator is fine.. i didnt actually put much thought into him yet but was gonna go with the fast paced RUNNING FSK... also stances gave atk bonuses SOOO more stances = higher ATK bonus... however thats 4 more kicks to keep track of. Ninja: I was gonna keep it pretty similar.. not sure about the gimmick mechanics but just generally a strong hybrid.. wasnt too sure about the aura but a reverse tatami aura the triggers on team mates aroud you would be intereting Gunslinger : Seen above, versatile, many weapons high ranged damage Lord Knight :Seen above.. Versatile, 1h sword , 2h swords, spears... 1h weapons were gonna focus on movement abilities while spears werent decided.. hybrid weapons planned... anti heal aura atm Paladin: Had him have a custom homunculous , his soul.. and he had many stationary skills (auras) where he would become unmovvable unsable but you could still control your homunculus.. added some more status holy magics and nothing planned for the defensive skill tree.... blinding aura and slowing auras for enemies.. not sure about allies High Wizard : I was saving this one for last but i like frost nova... No plans really ill admit Sage: same as wizard but i really like using light bolt and mobbing seals with movement seal back in the day... probably keep the same idea as vaccumm+psychic wave but more rational... probably gonna turn deluge and all them into auras.. not sure how im gonna spread them Sniper : whatever i dont keep for simple damage ... arrow/bow skills will be turned into stat reduction attacks.. crippling agility / vitality / str things like that to allow more chances for status you couldnt inflict before . . . traps were just gonna be buffed in general not planned yet... i think i was gonna give it a movement speed aura clown: Planned on making similar to auto cast sage but using instruments and sound skills... I only plan like 100 steps at a time, i threw away duets for now and probably just gonna buff all the songs once i decide on a combat build for them... so many songs probably gonna spread them out as much as a i can before deciding what to do high priest: No idea white smith: Constructs, walls, job specific turrets with custom ai, probably just gonna give all the bs/ws skills to someone else and just make it mostly summons... probably just gonna give him an hp buff def buff aura not sure creator: i wanted to add an infection spin to it, giving it a biorifle similar to unreal ... along with spreading insects swarms and things like that, Oh and my stalker was gonna get a gun sprite, given the sage free cast, and sharp skill shots... but being able to hit lock targets and getting them stuck in the cast area Lots of things i wanna do Doesnt mean I was scrapping all the old skills just making them all stronger really, instead of just 1hko ... 1h aoe ko zeny farm . .
  12. I dont really post my things often enough so this is the gunslinger ive worked on and created from the stuff I wrote in this thread : desperado : now doesnt hit targets directly next to you... meaning you gotta mob in in a certain area the new triple shot : split into 2 skills left hand and right hand akimbo . . . if you use right hand, you got a 1 second window to use left hand, obviously more consistent damage and stuff magic bullet : just a jump shot using old brandish spear rapidshower: actually just planned to make it a large ish aoe that was spammable highly effect by delay but with a high chance of missing at higher levels... sacraficing damage for accuracy which would be countered at higher gears with more hit ETC ETC genius i know the others ive worked on a bit but didnt know how i wanted to continue at that point
  13. so are you taking the time off to write up the rest of the third jobs, or should i just do it ? mostly just rebellion for some reason
  14. stop asking me to do things indirectly
  15. Were just waiting for someone to start writing up kagerou/oboro/rebellion/doram/staremp/soulreap
  16. Your gonna get sued I had this idea where you use hats to add effects to attack animations, maybe you can make the Pikachu add some sparks to your swings
  17. Nice, is that navi a emote ? Just saying
  18. ra has oboro/rebellion herc doesnt herc has plugin support ra doesnt rathena database is split into 20 different sections herc database is perfect rathena uses a new src code herc uses the old one Theres also 3ceam or whatever near the bottom of the forum hosted by @Rytech which has all the jobs implemented, however they use rathena database, herc database is way better , they also use their own code but its all the same really.... Maybe some other reasons
  19. Isnt the damage the same ? Do you have both emulators installed ? In herc battle.c we bring up bf_weapon so theirs no reason to do that(we just use the mdflag so that we can start applying cards) This is probably why we leave it as misc on herc, and in rathena they just do it differently but i cant be specific cause I never used this skill in game
  20. Yeah I could only hit certain numbers using the firebrand as opposed to str atk Unless its the same thing but separated... doesnt matter ill never push atk up that high anyways
  21. @4144
  22. Well i dont remember raising my max atk ..... I just changed the attk formula so that STR gives more ATK status.c void status_calc_misc(struct block_list *bl, struct status_data *st, int level) { nullpo_retv(bl); nullpo_retv(st); //Non players get the value set, players need to stack with previous bonuses. if ( bl->type != BL_PC ) st->batk = st->hit = st->flee = st->def2 = st->mdef2 = st->cri = st->flee2 = 0; if ( bl->type == BL_PC ) st->batk = st->str * 1250; I added the if ( bl->type == BL_PC ) st->batk = st->str * 1250; at the bottom
  23. We dont even have oboro/rebel.... Just stay on rathena Do you absolutely want this ? You make a good point actually Isnt that what this means ? md.flag |= BF_LONG|BF_WEAPON; BF_LONG = ranged modifiers taken into account BF_WEAPON = I guess that would take cards into account (and im pretty sure md means meta data, as sd is session data [ so usually this would point to our actual character/stats and hd... homunculus data [ obviously points to homunculus]) Just sayin (also if sd.... seems to split the damage formula right? so i think that means that portion of formula wouldnt apply to monsters......... but i would have to test it) In the skilldb dragonbreath is still going by weapon atk... not misc, just in skill.c not sure why exactly but probably a renewal thing ... ah well it would be misc, and then we raise the flag for BF_WEAPON in battle.c Also im gonna assume since rathena is probably using misc to the ATK_ADD represents the bf_weapon that we use.... not 100% but im not usually wrong Whats your problem ?
  24. Where? can you take a screenshot plz
  25. Thats a pretty good question I can get my attack into the 100ks pretty easily... You might appreciate this post i made on rathena by Lllaaazzz (me)