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banhelba2019

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Everything posted by banhelba2019

  1. can be done easily enough just by switching in status.c ctrl + f , find SC_AUTOBESERK look for these st->max_hp>>2 change them to this st->max_hp*0.75 now autobeserk applies at 75% hp ok to remove the toggle, im not sure off the top of my head but i dont see why not so using this you need to: make a new SC_CARDEFFECT just copy impositio manus for straight ATK or keep is like provoke but without the defense reduction now you just gotta figure out how to make it a passive instead of toggled
  2. for the buttons check your diff patcher thing : to me it looks like youve already removed most of these tho
  3. well your numbers are that 14% hp is the original hp of the great demon baphomet cant you set these stats before you spawn him ? not sure
  4. thanks i should check out these plugins more
  5. I dont think you can make them float as easily as you want, without using union or something. . . cause the head is separate from the body right your gonna have to wait for annie
  6. well you can try this case SC_WEDDING: case SC_XMAS: case SC_SUMMER: case SC_HANBOK: case SC_OKTOBERFEST: case SC_DRESS_UP: if (vd == NULL) return 0; // Store previous values as they could be removed. unit->stop_attack(bl); break; now just delete the line that says unit->stop_attack(bl); recompile and try
  7. looks good to me, rotates as it should on my server or im completely mistaken
  8. no unfortunately i cant test it without downloading a bunch of stuff, but ive looked over it and thats the only thing i can see anyways try deleting that entire block i mentioned if its job related i have no idea few other things : sc_config.txt // Unremovable SC_WEIGHTOVER50, 207 SC_WEIGHTOVER90, 207 SC_WEDDING, 77 SC_XMAS, 77 SC_SUMMER, 77 SC_NOCHAT, 205 SC_FUSION, 77 thats probably 64 + 8 + 4 + 1 or something but doubt it matters sorry, but youve given me a sweet idea though
  9. upload it for me somehow and ill show you how to fix it if its what i think it is
  10. AUGHH i dont have these in my client for some reason and cant test it but this should work : status.c case SC_WEDDING: case SC_XMAS: case SC_SUMMER: case SC_HANBOK: case SC_OKTOBERFEST: case SC_DRESS_UP: if (vd == NULL) return 0; // Store previous values as they could be removed. unit->stop_attack(bl); break; this is the same as sc_hiding... chasewalk... all those skills that disable attacking, so im sure all you gotta do is delete this and recompile,. Also if you still want your original equipment to show i think all you need to do is play with this case SC_WEDDING: case SC_XMAS: case SC_SUMMER: case SC_HANBOK: case SC_OKTOBERFEST: case SC_DRESS_UP: if (vd == NULL) break; clif->changelook(bl, LOOK_BASE, vd->class); clif->changelook(bl, LOOK_WEAPON, 0); clif->changelook(bl, LOOK_SHIELD, 0); clif->changelook(bl, LOOK_CLOTHES_COLOR, vd->cloth_color); clif->changelook(bl, LOOK_BODY2, 0); break; case SC_KAAHI: val4 = INVALID_TIMER; break; } } it says it locks to specific look, just remove from list and i bet youd see your bow You have to recompile your server after making changes in the src folder where this is located
  11. those are statuses and what looks like the cool summer outfit/wedding dress etc { Id: 2776 AegisName: "Cool_Towel" Name: "Adventurer's Trusty Towel" Type: "IT_ARMOR" Buy: 20 Weight: 100 Loc: "EQP_ACC" Refine: false OnEquipScript: <" sc_start SC_SUMMER,-1,0; "> OnUnequipScript: <" sc_end SC_SUMMER; "> }, does this not work for you or is this not the same item
  12. ahh well i can tell you that many mob ids are wonky where youll spawn mobs with glowing effects and the sort, might just be because i was also on an older client and havnt tried it since i upgraded i just dont get your problem, dont you have like 1.5k free ids under 4000
  13. did you add them all to your act editor the same way as a poring? its usually down , bottom left is facing left bottomr right , right is facing right left, left top left is the back facing left and top right, top is back facing right
  14. not really sure, why its in this itembonus group i cant say, but i dont see why its not possible, i just cant using itembonus here pc.c case SP_DELAYRATE: if(sd->state.lr_flag != 2) sd->delayrate+=val; break; and if you try to copy it to a itembonus2 script that has leveled i just get the pointer must be to object error noticable difference is that lr_flag != 2 in the sp_delayrate script and the ones with skills names ==2 then break.. ok now the ones with skill names use this section in script.c case SP_AUTOSPELL: case SP_AUTOSPELL_WHENHIT: case SP_AUTOSPELL_ONSKILL: case SP_SKILL_ATK: case SP_SKILL_HEAL: case SP_SKILL_HEAL2: case SP_ADD_SKILL_BLOW: case SP_CASTRATE: case SP_ADDEFF_ONSKILL: case SP_SKILL_USE_SP_RATE: case SP_SKILL_COOLDOWN: case SP_SKILL_FIXEDCAST: case SP_SKILL_VARIABLECAST: case SP_VARCASTRATE: case SP_FIXCASTRATE: case SP_SKILL_USE_SP: // these bonuses support skill names if (script_isstringtype(st, 3)) { val1 = skill->name2id(script_getstr(st, 3)); break; sorry im useless
  15. oh wow that works? thanks no i dont think this is it but thank you i will look at it anyways
  16. Im just saying something like with would probably live off status icons or commands in chat box Could probably pull something nice off though
  17. using switch(select("Lord Knight:Paladin")){ case 1: case 2: } or any similar script can i show / hide options completely? Ive seen warper scripts grey out options when you havnt reached the 1st floor of the associated dungeon. I wanna use if (#tutorial_air2 == 0) set #tutorial_air2,1; To activate warps, but i dont want them to show up on my switch(select list without me actually unlocking them with the "set #asdsd" script . . . but then i wanna be able to remove them from said list too by setting it back to 0 Hold on let me get my wallet... Thank you
  18. actually after playing around with rolling cutter i can definitly tell you that animations are linked to status, so things like crimson mark and flash kick need their respective statuses. . . Im not sure what the would be named but probably same name as before GC_ROLLINGCUTTER > SC_ROLLINGCUTTE (the counter is linked to the status)
  19. look dude you just go into your plugins folder and find "sample" Rename it to MapCache and recompile I dont remember any in between steps cause im constantly changing my client folders so i dont know why it would ask you to specify a certain grf.... here are my plugin files, just place them in the plugin folder, open up visual studio and your respective sln file. . . and it should be there automatically if not, just add it ... view image there is an add button but i remember it just being there https://ufile.io/eg7wl download that and put it in your plug ins folder
  20. Oh yeah im not exactly sure how to make an aura. . . Only existing skills that followed a aura style "follow you as you move" rather then just placing it on the ground........ Im actually taking apart the bard/dancer code so that i have ALL dances/songs in "SONG" and im gonna use "DANCE" to turn all my other unts that never normally moved around (venom duster.... violant gale... deluge etc etc ) all into auras... I know this works i just dont understand how it works yet and probably wont for a long time. (and then i was gonna have it where soul linker could merge auras with other jobs for different effects) (because normally bards and dancers could stack auras and those stacked cells caused dissonance or whatever) And ive compared everything i could think of with an aura style but can never spot the difference in code that would actually make it an aura. . . it exist somewhere within dancer/song code though..... Ugh there may be a simpler way but thats for another day. and by fighting you should look through my profile and see all my posts here on rathena and ask yourself why no one else was responding to these people and answering your questions, i dont believe these people are retarded and are just trying to make money . .
  21. YOU CHANGED MY LIFE If only i could get rid of this god awful character selection screen and these terribly obnoxious buttons Lol it also killed some of my custom skills
  22. lmao ive been sitting here for like 6 months i went and did other things and all i needed to do was update my client from 2015 to 2019 . . . epic sigh man luckily i stopped trying to incorporate this when i did , so useless why wouldnt anyone tell me
  23. Look ill even show you how to do it, and ill even answer any questions you may have after reading this if you still have some. 1)Go to your ENGLISH TRANSLATION GRF >LUAFILES514 >LUA FILES >SKILLINFOZ Extract skillid.lub and open it in notepad You want it to look like this RL_HAMMER_OF_GOD = 2571, RL_R_TRIP_PLUSATK = 2572, RL_B_FLICKER_ATK = 2573, SJ_LIGHTOFMOON = 2574, SJ_LUNARSTANCE = 2575, SJ_FULLMOONKICK = 2576, SJ_LIGHTOFSTAR = 2577, SJ_STARSTANCE = 2578, SJ_NEWMOONKICK = 2579, SJ_FLASHKICK = 2580, SJ_STAREMPEROR = 2581, SJ_NOVAEXPLOSING = 2582, SJ_UNIVERSESTANCE = 2583, SJ_FALLINGSTAR = 2584, SJ_GRAVITYCONTROL = 2585, SJ_BOOKOFDIMENSION = 2586, SJ_BOOKOFCREATINGSTAR = 2587, SJ_DOCUMENT = 2588, SJ_PURIFY = 2589, SJ_LIGHTOFSUN = 2590, SJ_SUNSTANCE = 2591, SJ_SOLARBURST = 2592, SJ_PROMINENCEKICK = 2593, SJ_FALLINGSTAR_ATK = 2594, SJ_FALLINGSTAR_ATK2 = 2595, SP_SOULGOLEM = 2596, SP_SOULSHADOW = 2597, SP_SOULFALCON = 2598, SP_SOULFAIRY = 2599, SP_CURSEEXPLOSION = 2600, SP_SOULCURSE = 2601, SP_SPA = 2602, SP_SHA = 2603, SP_SWHOO = 2604, SP_SOULUNITY = 2605, SP_SOULDIVISION = 2606, SP_SOULREAPER = 2607, SP_SOULREVOLVE = 2608, SP_SOULCOLLECT = 2609, SP_SOULEXPLOSION = 2610, SP_SOULENERGY = 2611, SP_KAUTE = 2612, refer to this for all your ids 2) Fill in your DB > Skill_DB (re or pre re) { Id: 2574 Name: "SJ_LIGHTOFMOON" Description: "Light of Moon" MaxLevel: 5 Hit: "BDT_SKILL" SkillType: { Self: true } AttackType: "Weapon" DamageType: { NoDamage: true } SkillData1: { Lv1: 20000 Lv2: 30000 Lv3: 40000 Lv4: 50000 Lv5: 60000 } CoolDown: 0 Requirements: { SPCost: 8 } }, { Id: 2575 Name: "SJ_LUNARSTANCE" Description: "Lunar Stance" MaxLevel: 3 Hit: "BDT_SKILL" SkillType: { Self: true } AttackType: "Weapon" DamageType: { NoDamage: true } Requirements: { SPCost: 1 } }, { Id: 2576 Name: "SJ_FULLMOONKICK" Description: "Full Moon Kick" MaxLevel: 7 Hit: "BDT_SKILL" SkillType: { Self: true } SkillInfo: { AllowReproduce: true } AttackType: "Weapon" Element: "Ele_Weapon" DamageType: { SplashArea: true } SplashRange: 7 CastTime: 0 CoolDown: 0 Requirements: { SPCost: { Lv1: 1 Lv2: 1 Lv3: 1 Lv4: 1 Lv5: 1 Lv6: 1 Lv7: 1 } } }, { Id: 2577 Name: "SJ_LIGHTOFSTAR" Description: "Light of Star" MaxLevel: 5 Hit: "BDT_SKILL" SkillType: { Self: true } AttackType: "Weapon" DamageType: { NoDamage: true } SkillData1: { Lv1: 20000 Lv2: 30000 Lv3: 40000 Lv4: 50000 Lv5: 60000 } CoolDown: 0 Requirements: { SPCost: 8 } }, { Id: 2578 Name: "SJ_STARSTANCE" Description: "Star Stance" MaxLevel: 3 Hit: "BDT_SKILL" SkillType: { Self: true } AttackType: "Weapon" DamageType: { NoDamage: true } Requirements: { SPCost: 1 } }, { Id: 2579 Name: "SJ_NEWMOONKICK" Description: "New Moon Kick" MaxLevel: 7 Hit: "BDT_SKILL" SkillType: { Self: true } SkillInfo: { AllowReproduce: true } AttackType: "Weapon" Element: "Ele_Weapon" DamageType: { SplashArea: true } SplashRange: 7 CastTime: 0 CoolDown: 0 Requirements: { SPCost: { Lv1: 1 Lv2: 1 Lv3: 1 Lv4: 1 Lv5: 1 Lv6: 1 Lv7: 1 } } }, { Id: 2580 Name: "SJ_FLASHKICK" Description: "Flash Kick" MaxLevel: 7 Range: 7 Hit: "BDT_SKILL" SkillType: { Enemy: true } SkillInfo: { AllowReproduce: true } AttackType: "Weapon" Element: "Ele_Weapon" CastTime: 0 CoolDown: 0 SkillData1: { Lv1: 4000 Lv2: 5000 Lv3: 6000 Lv4: 7000 Lv5: 8000 Lv6: 9000 Lv7: 10000 } Requirements: { SPCost: { Lv1: 1 Lv2: 1 Lv3: 1 Lv4: 1 Lv5: 1 Lv6: 1 Lv7: 1 } } }, You can like at 3ceam emulator, he has it all filled in , but in rathena database but its really simple and anyone who knows ragnarok should be able to tell if its a simple bash skill with a teleport or something from a buff or stance, you can just ask me if you dont know. 3)go to SRC>MAP Open skill.h Im being really specific about it cause i dont really trust this thing but: RL_HAMMER_OF_GOD, RL_R_TRIP_PLUSATK, RL_B_FLICKER_ATK, SJ_LIGHTOFMOON = 2574, SJ_LUNARSTANCE = 2575, SJ_FULLMOONKICK = 2576, SJ_LIGHTOFSTAR = 2577, SJ_STARSTANCE = 2578, SJ_NEWMOONKICK = 2579, SJ_FLASHKICK = 2580, SJ_STAREMPEROR = 2581, SJ_NOVAEXPLOSING = 2582, SJ_UNIVERSESTANCE = 2583, SJ_FALLINGSTAR = 2584, SJ_GRAVITYCONTROL = 2585, SJ_BOOKOFDIMENSION = 2586, SJ_BOOKOFCREATINGSTAR = 2587, SJ_DOCUMENT = 2588, SJ_PURIFY = 2589, SJ_LIGHTOFSUN = 2590, SJ_SUNSTANCE = 2591, SJ_SOLARBURST = 2592, SJ_PROMINENCEKICK = 2593, SJ_FALLINGSTAR_ATK = 2594, SJ_FALLINGSTAR_ATK2 = 2595, SP_SOULGOLEM = 2596, SP_SOULSHADOW = 2597, SP_SOULFALCON = 2598, SP_SOULFAIRY = 2599, SP_CURSEEXPLOSION = 2600, SP_SOULCURSE = 2601, SP_SPA = 2602, SP_SHA = 2603, SP_SWHOO = 2604, SP_SOULUNITY = 2605, SP_SOULDIVISION = 2606, SP_SOULREAPER = 2607, SP_SOULREVOLVE = 2608, SP_SOULCOLLECT = 2609, SP_SOULEXPLOSION = 2610, SP_SOULENERGY = 2611, SP_KAUTE = 2612, KO_YAMIKUMO = 3001, KO_RIGHT, KO_LEFT, KO_JYUMONJIKIRI, KO_SETSUDAN, KO_BAKURETSU, KO_HAPPOKUNAI, KO_MUCHANAGE, KO_HUUMARANKA, KO_MAKIBISHI, KO_MEIKYOUSISUI, KO_ZANZOU, KO_KYOUGAKU, KO_JYUSATSU, KO_KAHU_ENTEN, KO_HYOUHU_HUBUKI, KO_KAZEHU_SEIRAN, KO_DOHU_KOUKAI, KO_KAIHOU, KO_ZENKAI, KO_GENWAKU, KO_IZAYOI, KG_KAGEHUMI, KG_KYOMU, KG_KAGEMUSYA, OB_ZANGETSU, OB_OBOROGENSOU, OB_OBOROGENSOU_TRANSITION_ATK, OB_AKAITSUKI, 4)go to skill.c in same folder I added these right above magnum break case SJ_LUNARSTANCE: case SJ_LIGHTOFSTAR: case SJ_STARSTANCE: case SJ_LIGHTOFMOON: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case SM_MAGNUM: case MS_MAGNUM: if( flag&1 ) { //Damage depends on distance, so add it to flag if it is > 1 skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|distance_bl(src, bl)); } break; now i have accesss to all the buff's visual effects, these are realllly simple things to script though i just dont need it and for our attack skills... since fullmoonkick is an splash attack from our skill_db (we wanna make it like arrow storm but centered on ourself so we set the SkillType: { Self: true } and set our splash to 7 ) case AS_GRIMTOOTH: case MC_CARTREVOLUTION: case NPC_SPLASHATTACK: flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit FALLTHROUGH case AS_SPLASHER: case SM_CANNONSHOT: case HT_BLITZBEAT: case SOUL_BLAST: case AM_WATER: case AC_SHOWER: case MA_SHOWER: case LG_BANISHINGPOINT: case MG_NAPALMBEAT: case MG_FIREBALL: case RG_RAID: case HW_NAPALMVULCAN: case NJ_HUUMA: case NJ_BAKUENRYU: case ASC_METEORASSAULT: case GS_DESPERADO: case GS_SPREADATTACK: case NPC_PULSESTRIKE: case NPC_HELLJUDGEMENT: case SM_SLOWSHOT: case NPC_VAMPIRE_GIFT: case WL_SOULEXPANSION: case SJ_FULLMOONKICK: case SJ_NEWMOONKICK: case WL_CRIMSONROCK: case WL_COMET: case WL_JACKFROST: case RA_ARROWSTORM: case RA_WUGDASH: case NC_VULCANARM: case NC_ARMSCANNON: case NC_SELFDESTRUCTION: case NC_AXETORNADO: case GC_ROLLINGCUTTER: case GC_COUNTERSLASH: case LG_MOONSLASHER: case LG_EARTHDRIVE: case SR_TIGERCANNON: case SR_RAMPAGEBLASTER: case SR_SKYNETBLOW: case SR_WINDMILL: case SR_RIDEINLIGHTNING: case WM_REVERBERATION: case SO_VARETYR_SPEAR: case GN_CART_TORNADO: case GN_CARTCANNON: case KO_HAPPOKUNAI: case KO_HUUMARANKA: case KO_MUCHANAGE: case KO_BAKURETSU: case GN_ILLUSIONDOPING: case MH_XENO_SLASHER: case SU_SCRATCH: case GS_RAPIDSHOWER: case GS_SLAM: case RL_AM_BLAST: case SU_LUNATICCARROTBEAT: if (flag&1) { //Recursive invocation // skill->area_temp[0] holds number of targets in area // skill->area_temp[1] holds the id of the original target // skill->area_temp[2] counts how many targets have already been processed int sflag = skill->area_temp[0] & 0xFFF, heal; struct status_change *tsc = status->get_sc(bl); if( flag&SD_LEVEL ) sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level if( (skill->area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION ) sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) if ( tsc && tsc->data[SC_HOVERING] && ( skill_id == SR_WINDMILL || skill_id == LG_MOONSLASHER ) ) break; I added it above arrow storm since thats what im trying to make not sure what flash kick looks like but needs some work but most single target skills would just require this (read basic custom skill tutorial and learn about adding bolts) case WM_SEVERE_RAINSTORM_MELEE: case WM_GREAT_ECHO: case GN_SLINGITEM_RANGEMELEEATK: case KO_SETSUDAN: case GC_DARKCROW: case NPC_CONRAY: case LG_OVERBRAND_BRANDISH: case PA_PRESSURE: case LG_OVERBRAND: case KN_LIGHTNINGSWING: case SJ_FLASHKICK: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; 5) then you wanna do your battle damage calculators, go to battle.c Doesnt really matter where you put this but ill just put it on top of the ranger case SJ_FULLMOONKICK: skillratio += 900 + 80 * skill_lv; RE_LVL_DMOD(100); break; /** * Ranger **/ case RA_ARROWSTORM: skillratio += 900 + 80 * skill_lv; RE_LVL_DMOD(100); break; case RA_AIMEDBOLT: skillratio += 400 + 50 * skill_lv; RE_LVL_DMOD(100); break; case RA_CLUSTERBOMB: skillratio += 100 + 100 * skill_lv; break; case RA_WUGDASH:// ATK 300% skillratio = 300; if( sc && sc->data[SC_DANCE_WITH_WUG] ) skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)); break; Dont really know what this re_lvl_dmod thing is but whatever 6) open visual studio or whatever you use to recompile your stuff, and rebuild the solution or whatever you did to get your "run-server.bat" working 7)Now we are going back to step 1........... open your grf editor and your english translation same folder as before luafiles514>luafiles>skillinfoz extract skillinfolist or skillinfo (not skillinfo_f) doesnt matter where but this is how we get our icons and stuff [SKID.RL_HAMMER_OF_GOD] = { "RL_HAMMER_OF_GOD", SkillName = "Hammer of God", MaxLv = 5, SpAmount = { 35, 40, 45, 50, 55 }, bSeperateLv = true, AttackRange = { 7, 8, 9, 10, 11 }, _NeedSkillList = { { SKID.RL_RICHS_COIN, 1 }, { SKID.RL_AM_BLAST, 3 } } }, [SKID.SJ_LIGHTOFMOON] = { "SJ_LIGHTOFMOON", SkillName = "Light of Moon", MaxLv = 5, SpAmount = { 8 }, bSeperateLv = true, AttackRange = { 1 } }, [SKID.SJ_LUNARSTANCE] = { "SJ_LUNARSTANCE", SkillName = "Lunar Stance", MaxLv = 3, SpAmount = { 1 }, bSeperateLv = true, AttackRange = { 1 } }, [SKID.SJ_FULLMOONKICK] = { "SJ_FULLMOONKICK", SkillName = "Full Moon Kick", MaxLv = 7, SpAmount = { 1, 1, 1, 1, 1, 1, 1 }, bSeperateLv = true, AttackRange = { 7 } }, [SKID.SJ_LIGHTOFSTAR] = { "SJ_LIGHTOFSTAR", SkillName = "Light of Star", MaxLv = 5, SpAmount = { 8 }, bSeperateLv = true, AttackRange = { 1 } }, [SKID.SJ_STARSTANCE] = { "SJ_STARSTANCE", SkillName = "Star Stance", MaxLv = 3, SpAmount = { 1 }, bSeperateLv = true, AttackRange = { 1 } }, [SKID.SJ_NEWMOONKICK] = { "SJ_NEWMOONKICK", SkillName = "New Moon Kick", MaxLv = 7, SpAmount = { 1, 1, 1, 1, 1, 1, 1 }, bSeperateLv = true, AttackRange = { 7 } }, [SKID.SJ_FLASHKICK] = { "SJ_FLASHKICK", SkillName = "Flash Kick", MaxLv = 7, SpAmount = { 1, 1, 1, 1, 1, 1, 1 }, bSeperateLv = true, AttackRange = { 7 } }, make sure you add skillid.lub/lua and skillinfolist.lub/lua back to your grf save 8)do the same with your skilldescript but you should get it by now Go in game and make an item with all these skills to test, Go read a tutorial on adding jobs if your game didnt come with it Congrats youve caught up to the hercules team
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