Tio Akima

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Tio Akima last won the day on February 13

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About Tio Akima

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    Tio Akima

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  1. Hello, I added a two-handed sword and put it for all classes to use. However, ASPD falls to zero when equipping the sword. Only the swordman class and superiors who use normal. Why does it happen..? In what part of the SRC is the class weapons defined? I want to release the use of two-handed swords for everyone without this ASPD error
  2. Thanks for the report ... bug fixed. (version 1.4)
  3. thanks for report. version updated for 1.3 (- corrected wall texture path error.)
  4. I honestly do not know where you're going wrong. @EDIT One minut... I'll upload a new version @EDIT 2 Is ready... Version 1.2 is with the texture path error corrected throw the old map out and get the new version ... Test the map and let me know, please
  5. Hei my friend Look in your data folder if you have the following file: data\texture\prontera_re\prt_in_bot01.bmp prt_in_bot01.bmp - this is the file that is not showing up for you. see if it's there prt_in_bot01.rar
  6. Hello guys.. the question is a bit complex. 'm looking at SRC, where it talks about how each class attacks. each class has 3 ways to attack (which change according to the weapon it is using) She attacks in a way when using a spear, attacks otherwise when she is using a sword ... And attacks otherwise when she is not using weapons ... Another example: The monk when it is without weapon, uses the sprite attack 3 (NOT COULD BE ... should be the sprite ataq 2) ... The archer, uses the sprite attack 3 only when he has a bow and arrow equipped. (Its OK) I want to edit this to be uniform, all the same way. Can someone tell me where to find this information in SRC? It must be something about the BASIC ATTACK of each class. All sprites (ACT) are standard However, each class react in different ways. each class has a basic attack that reacts in a way ... Where can I find it at SRC? It's a little complex, but I believe that by changing ownership of the basic attack, I can make uniform for all classes.
  7. your date was probably not updated. But thanks for the warning. - I added all the files (renewal textures) to avoid this type of error.
  8. View File Special Room - 1.0 [FREE MAP] Special Room (s_room) Map created by TioAkima and distributed (without any cost) by the author himself. It is a customized room that can have several functions, such as room for Quest's, Market (shop's), VIP room, meetings, etc ... The trade in this map is permanently prohibited. [I have not yet tested the map .. I have finished recently so .. Any mistake, please let me know.] Att, TioAkima Submitter Tio Akima Submitted 02/02/18 Category Maps & Textures  
  9. Version 1.4.0

    43 downloads

    Special Room (s_room) Map created by TioAkima and distributed (without any cost) by the author himself. It is a customized room that can have several functions, such as room for Quest's, Market (shop's), VIP room, meetings, etc ... The trade in this map is permanently prohibited. [I have not yet tested the map .. I have finished recently so .. Any mistake, please let me know.] Att, TioAkima
  10. Hi, I'm TioAkima. Small tutorial to help add the new fucking SIGNBOARDs that are available to new clients. If I'm not mistaken, it's for client's 2016+ For those who do not know, I'm talking about these new chat/shop on the NPC: They are cool and leave the server with a nice face. <3 it is quite simple. Go in your data folder, and in your LUA files (luafiles514) search for file signboardlist.lub data\luafiles514\lua files\signboardlist.lub Now let's understand how this file works to add a SIGNBOARD (cute little window with icon) like this: The structure of the file is as follows: {" prontera", 150, 193, 5, IT_BMP, "유저인터페이스\\information\\over_kafra.bmp", " KAFRA Tools ","#0x00FFFFFF"} { "prontera", = map name 150, = x 193, = y 5, = height you want the window (can be zero if you want) IT_SIGNBOARD, = window type "유저인터페이스\\information\\over_kafra.bmp", = here is the directory where your icon is "KAFRA Tools", = chat name "#0x00FFFFFF" = letter color }, Just add another line following this format. Remembering that the last window does not have the comma in the end ... It is good to pay attention to this. Now to add icons in this other way> The format is very similar, but it has some minimal difference ... And it's also in the same file. It's pretty much the same thing, but one or the other function argument changes. The structure is this: {"prontera", 150, 193, 1, IT_BMP, "유저인터페이스\\information\\over_kafra.bmp"}, { "prontera", = map name 150, = x 193, = y 1, = height you want the icon (can be zero if you want) IT_BMP, = Only place the icon (without the window) "유저인터페이스\\information\\over_kafra.bmp" = here is the directory where your icon is }, READY! Note that for this, you do not put the name of the chat nor the color of the letter! (you do not have these two arguments, okay?) .. That's it .. I hope it helps anyone who wants to put these windows. att, Tio akima
  11. wow! Tnks you so much!
  12. Hello, this question has taken another way .. Take a look at my other post for more details. Thank you.
  13. yes, skill window! I use the skill in the area .. and then do the whole process right. My skill ALL_TEST case is in skill_castend_pos2
  14. hey man.... I tried this ... I got a mistake ... he is saying that in status.c Val3 was not declared struct block_list *src = map->id2bl(val3); so I tried to put it this way: struct block_list *src = map->id2bl(sce->val3); The Status.c code looks like this: case SC_RUN: { struct unit_data *ud = unit->bl2ud(bl); bool begin_spurt = true; // Note: this int64 value is stored in two separate int32 variables (FIXME) int64 starttick = (int64)sce->val3&0x00000000ffffffffLL; starttick |= ((int64)sce->val4<<32)&0xffffffff00000000LL; if (ud) { if(!ud->state.running) begin_spurt = false; printf("enter 1 \n"); //console debug ud->state.running = 0; if (ud->walktimer != INVALID_TIMER) unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS); printf("enter 1 \n"); //console debug struct block_list *src = map->id2bl(sce->val3); if(bl->type == BL_MOB && (src && src->type == BL_PC)){ // check to make sure source is available and a pc type skill->castend_nodamage_id(src, bl, NPC_SELFDESTRUCTION, 1, timer->gettick(), 0); //active bomb printf("enter 3 \n"); //console debug } } if (begin_spurt && sce->val1 >= 7 && DIFF_TICK(timer->gettick(), starttick) <= 1000 && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) ) sc_start(bl, bl,SC_STRUP,100,sce->val1,skill->get_time2(status->sc2skill(type), sce->val1)); } break; but it's not working I'm using printf to debug ... And he is not going through the BL and SRC check take a look and tell me if I'm doing something wrong
  15. Okay, I'll post the code here. This is my custom skill .. in skill.c She summons a MOB and uses SC in the same monster case ALL_TEST: { int mob_id = 1142; //marina sphere struct mob_data *md; md = mob->once_spawn_sub(src, src->m, x, y, clif->get_bl_name(src), mob_id, "", SZ_BIG, AI_SPHERE); if (md) { mob->spawn (md); //summon mob sc_start4(src,&md->bl,SC_RUN,100,skill_lv,dir,0,0,0); }// end if } break; in status.c, within the function responsible for terminating this status (SC) in status_change_end_ case SC_RUN: { struct map_session_data *pl_sd = map->nick2sd(bl); struct unit_data *ud = unit->bl2ud(bl); bool begin_spurt = true; // Note: this int64 value is stored in two separate int32 variables (FIXME) int64 starttick = (int64)sce->val3&0x00000000ffffffffLL; starttick |= ((int64)sce->val4<<32)&0xffffffff00000000LL; if (ud) { if(!ud->state.running) begin_spurt = false; printf("enter 1 \n"); //console debug ud->state.running = 0; if (ud->walktimer != INVALID_TIMER) unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS); printf("enter 2 \n"); //console debug skill->castend_nodamage_id(&pl_sd->bl, &pl_sd->bl, NPC_SELFDESTRUCTION, 1, timer->gettick(), 0); //cast skill if(bl->type == BL_PC) printf("BL_PC \n"); //console debug if(bl->type == BL_MOB) printf("BL_MOB \n"); //console debug } if (begin_spurt && sce->val1 >= 7 && DIFF_TICK(timer->gettick(), starttick) <= 1000 && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) ) sc_start(bl, bl,SC_STRUP,100,sce->val1,skill->get_time2(status->sc2skill(type), sce->val1)); printf("enter 3 \n"); //console debug } break; I'm using the function skill->castend_nodamage_id that way it works but it works wrong .. Instead of blasting the target (MOB) she explodes the player