Naruto

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Naruto last won the day on September 14

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  1. Naruto

    rAthena to Hercules

    Im gonna need a few things first: I need a few things to copy / paste involving amount of players in map 1) I need EVERY map to be checks for current number of players in map EXCEPT doram (is not included in the player count ),ON THIS MAP PAY_FILD0101 So if PAY_FILD010101 has 100 players on it, all new connections will connect them to PAY_FILD0102 instead, and a little message in your chatbox saying you were moved to the next channel 2) Now I need an npc that does this : mes hello switch select choice ( warp , exit) case 1: warp select ( prontera , payon ) case prontra: so now it checks for amount of players in each channel and says how many followed by a color channel 1 100/100 players in red channel 2 70-99/100 players in orange channel 3 20-69/100 players in blue channel 4 0-19/100 players in green
  2. The problem is your probably looking up MC_LOUD exclusivly all skills that have statuses attached to them have new entries in this case Look in status.c find MC_LOUD and the associated status status->set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR ); look for sc_shout if(sc->data[SC_SHOUT]) str += 4;
  3. I guess its not something I should be concerned about Im gonna have to check into this VPN nonsense for login nodes maybe... Thanks
  4. Whats the difference between vpn and vps? Im assuming thats what i need to host a stable server But is it just the IP im renting... or do i shift all my files and stuff onto the server im renting... and have to host from there... Couldnt I just have my own internet connection i pay for... 40$/month and run it off of that? Guess ill have to look >_< Sounds like I need a VPN and I use that IP to host my server ? Im assuming the issue in lag is where the host is from and that would be my reason to not host on my own private internet connection? Any elaboration would be awesome
  5. adding ele stones to the converters >_<
  6. hey do you know how to fix my sprite being cut off giphy.gif

  7. Im available, let me know what your offering through PM
  8. maybe cuz you is linking your renewal database which does not have a constants.txt dawg try rooting the /db/ not the /db/re/
  9. I went over it again, trying to get it working on separate ids but had issues with it and just tossed it to the side but fixed it The issue was the re declaration of SD and my CR integer Basically just copy pasting the old chain lightning with my modifications the only difference is here case MR_AUTOAIM_ATK: skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); skill->toggle_magicpower(src, skl->skill_id); struct map_session_data *sd = BL_UCAST(BL_PC, src); int cr2 = 25; //cr is amount of bounces if (skl->type < (cr2 + skl->skill_lv - skl->skill_lv) && skl->x < 3) { struct block_list *nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?1:2, //area BL_CHAR|BL_SKILL, target->id); if (nbl == NULL) skl->x++; else skl->x = 0; //tick is time just modify digit over 50 for visible results skill->addtimerskill(src, tick + 100, (nbl?nbl:target)->id, skl->x, 0, MR_AUTOAIM_ATK, skl->skill_lv, skl->type + 1, skl->flag); } break; case WL_CHAINLIGHTNING_ATK: skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); skill->toggle_magicpower(src, skl->skill_id); int cr = 25; //cr is amount of bounces if (skl->type < (cr + skl->skill_lv - skl->skill_lv) && skl->x < 3) { struct block_list *nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?1:2, //area BL_CHAR|BL_SKILL, target->id); if (nbl == NULL) skl->x++; else skl->x = 0; //tick is time just modify digit over 50 for visible results skill->addtimerskill(src, tick + 100, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); } break; the top one is written as struct map_session_data *sd = BL_UCAST(BL_PC, src); int cr2 = 25; i changed the integer we use for bounces and i DONT declare the SD in the ACTUAL chain lightning ( doesnt matter, whichever is on top) Doubt theirs any issues with it, works fine in game One thing though using this YOU HAVE TO make changes to your skillinfolist.lub within your GRF It reads the range, just look it up with my stuff id 1626, 1627 MR_AUTOAIM A few things that it could use is effects... and actor animation change, easily done following other guides skillid.lub skillinfolist.lub skill.c skill.h
  10. Thats really cool dude , no clips of auto attack though q-q
  11. no its the client thats incompatible with some things... just grab the grf you updated off of kro main website and toss it in your folder check your data.ini and make sure your thing is diffed for multiple grfs if its still not working
  12. your location and type is messed up { Id: 2220 AegisName: "Hat" Name: "Army Jacket" Type: "IT_ARMOR" Buy: 1000 Weight: 200 Def: 2 Loc: "EQP_HEAD_MID" ViewSprite: 1 }, Type: Item Type (string, defaults to "IT_ETC") Loc: Equip location (bitmask array, string or int, required value for equipment) try copying an item or fill it out properly
  13. get it off of steam
  14. atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag); gonna say its this ELE_NEUTRAL but im not seeing a ELE_WEAPON enum elements { ELE_NEUTRAL=0, ELE_WATER, ELE_EARTH, ELE_FIRE, ELE_WIND, ELE_POISON, ELE_HOLY, ELE_DARK, ELE_GHOST, ELE_UNDEAD, ELE_MAX, ELE_ALL = 0xFF }; might have to re write it or monkey around until it works how you want it the magic damage might be affected ? Any change in damage at all when you swap elements