Tio Akima

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Tio Akima last won the day on June 11

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About Tio Akima

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    Tio Akima

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  1. Hi guys I'm really bad with scripts So I made the logic of an npc and I'm looking for help to finish. If anyone knows. It is a npc that checks if the player has some fruit. Then, through a Menu, shows the fruits that the player has. Then, the player selects the fruit he wants to change. There are 3 levels of food. (There are a lot of things wrong there, because like I said, it's just logic.) //Legenda: // // == fruits ID: // // apple:40010 // banana:40011 // abobora:40012 // // == fruit candy ID: // // apple candy:40020 // banana candy:40021 // pumpkin candy:40022 // // = fruit food ID // // apple food:40030 // banana food:40031 // pumpkin food:40032 //I intend to add several fruits switch ( select ("Level 1","Level 2","Level 3","Cancelar.") ) { case 1: setarray @fruits[0],40010,40011,40012; for(@i=0, @i < @fruits[0], @i++ ){ //to go through the array if(countitem(@fruits[@i]) //add the fruit ID's that the player has in some variable? //need to store the fruits found in a new array? } callsub MakeFood; break; case 2: setarray @fruits[0],40020,40021,40022; for(@i=0, @i < @fruits[0], @i++ ){ //to go through the array if(countitem(@fruits[@i]) //add the fruit ID's that the player has in some variable? //need to store the fruits found in a new array? } callsub MakeFood; break; case 3: setarray @fruits[0],40030,40031,40032; for(@i=0, @i < @fruits[0], @i++ ){ //to go through the array if(countitem(@fruits[@i]) //add the fruit ID's that the player has in some variable? //need to store the fruits found in a new array? } callsub MakeFood; break; } MakeFood: if (fruits in inventary <= 1){ //found no fruit (or more than 1.) mes .NpcName$; mes "Oh... sorry..."; mes "When you have two or more fruits equals"; mes "come back here."; close; } mes .NpcName$; mes "These are your fruits.; mes "Which would you like to do"; menu("@item_name+ @quantity, @item_name+ @quantity, @item_name+ @quantitye"); //menu with the fruits found in the player //will you need a FOR to make this menu? mes "You chose the " + @item_name + ", we can continue?"; if(select("Yes, we can!:No...better not...") == 2){ mes .NpcName$; mes "Ok, bye."; close; } if(checkweight is 90%){ //check if the luggage is overweight mes .NpcName$; mes "You're carrying a lot of weight.."; mes "sorry."; close; } del item: @item_id_old,2; //delete two fruits old set item: @item_id_new; //new food delivery return;
  2. Summoner's Rift in Ragnarok Online (map created by Tio Akima) Hi Guys, I'm passing to expose my new map (recently completed) to RO! This is a map inspired by summoner's rift (map of the game of League of Legends). The design follows the same pattern, but with the poetic freedom (or poetic limitation ?!) available within RO! I will post some pictures here of the map and a video to be able to see better. It is! Att, Tio Akima. ScreenShots: more: Green Base: Red Base: Video:
  3. Nice script ... I loved it! I have an idea to add in your NPC ... I think it's going to get better. You could add an option to the NPC to create scrolls with the stored build. Thus, the player can load this parchment and use wherever he wants, make exchanges, sell the parchment, etc ... The NPC creates a parchment (Item usable) with the stored build.
  4. Hi guys I do not know exactly the source of this error, whether it is SRC, or Hexed, or data files ... [client-side or server side] I have no idea why this mistake. After walking the map (and minimizing or maximizing the menu) it will be invisible. Is someone having this kind of bug? What could be causing this? I tested several hexeds and in all this happened. (current hexed 2018-04-18)
  5. Hello guys Does anyone know the reason for this error? I added my npc's (custom) also in the constants file ... Need to add somewhere else? this is client 2018
  6. In skill.c I did an area skill. This skill summon a mob. I sumono a mob and make him walk (I shoot this mob in one direction) with unit-> walktoxy (); That is, because of the unit-> walktoxy (), this mob will go through the functions: unit-> walktoxy (); unit-> walktoxy_sub (); unit-> walktoxy_timer (); right? When this mob dies (or stops walking) I want to call a skill ... skill Lord of Vermilion (WZ_VERMILION) The function that defines whether the mob has stopped walking is unit-> walktoxy_timer (); So, I need to call the skill (WZ_VERMILION) inside the function unit-> walktoxy_timer (); But for this skill to work, I need the data from the player. The information that arrives to unit-> walktoxy_timer (); are data from the MOB that walked and stopped ... The skill (WZ_VERMILION) will only work, if I call it with player data. This is a way of doing a skillshot ... Throwing the mob in one direction, and when it hits an enemy, an area skill is invoked. It sounds complicated, but it's a simple logic up to it. @meko If you can help me, I'll be very grateful. <3
  7. that is, there is no solution to my problem. =/
  8. Hi guys, in map.c I want to create a basic function a function that returns the player ID, without parameters only with return ID from the player. If anyone knows Something like this: int map_get_id() { struct map_session_data* sd; sd = map->id2sd(?); return sd->bl.id; } EDIT: It does not have to be exactly in map.c but must be a function that returns the player ID Can someone help me?
  9. Hi guys I noticed today that some area skills are not working. As for example WZ_VERMILION, WZ_STORMGUST In fact, they work, but they do not hit a monster. Has anyone ever had this kind of bug?
  10. Do you want to change the class of an item? There are two places you can set this information (if I'm not mistaken). In item_db.conf in the argument: Subtype: "W_1HSWORD" And also in the file itemInfo.lub (in lua files) in the argument: ClassNum = 4 If you want to check information on the types of weapons You can look at the files: weapontable.lub (at your date) and also in item_db.txt (emulator / doc)
  11. Hello guys I'm studying the area damage skills. I got the WZ_VERMILION skill to study. But I am not finding in Skill.c where I change the amount of target cells and not even the skill damage .. Can you tell me where to find this?
  12. I understand... I'm calling SC_RUN on a mob ... And then, when SC_RUN stops, I call that function highlighted in red. The skill is: the player calling SC_RUN in mob. But this is working. The memory problem is when I put the highlighted call in red. Is there any way to fix it? any way to make that call without error? Thanks for that help. <3
  13. Thanks for answering. This error is coming from the TK skill. TK_RUN ... I put a function in the skill. in Status.c in case SC_RUN I put this call: struct mob_data *md = bl; skill->castend_nodamage_id(&md->bl, &md->bl, NPC_SELFDESTRUCTION, 1, timer->gettick(), 0); //mob explode and it was thus: 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 message ud->state.running = 0; struct mob_data *md = bl; skill->castend_nodamage_id(&md->bl, &md->bl, NPC_SELFDESTRUCTION, 1, timer->gettick(), 0); //mob explode if (ud->walktimer != INVALID_TIMER){ unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS); printf("enter 2 \n"); //console message clif->specialeffect(bl, 223, AREA); printf("enter 3 \n"); //console message } } if (begin_spurt && sce->val1 >= 7 && DIFF_TICK(timer->gettick(), starttick) <= 1000 && (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)) ) sc_start(bl, bl,SC_STRUP,100,sce->val1,skill->get_time2(status->sc2skill(type), sce->val1)); } break; ----------------------------------------------------------------------------------------------------------------------- Is it possible to correct this error? Am I making the wrong call?
  14. Hi guys, I'm having this error when I use a skill. The skill TK_RUN .. What does this mistake mean?
  15. add in SRC? Example: clif->specialeffect(&sd->bl, 609, AREA); ( target, effect number, effect type ) If I'm not mistaken, it's in that order Someone correct me if I'm wrong, please.