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Tio Akima

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  1. Upvote
    Tio Akima reacted to Hyvraine in Stellar - FluxCP (Herc FluxCP)   
    View File Stellar - FluxCP (Herc FluxCP)
    Stellar by HTML5 UP | @ajlkn | html5up.net
    Free for personal and commercial use under the CCA 3.0 license (html5up.net/license)
    Integrated to FluxCP (Hercules) by Hyvraine of Hyvraine Designs | facebook.com/HyvraineDesigns
    ================================
    Ported this to FluxCP (Herc) as I was fiddling with responsive templates. It's semi-responsive, I think.
    FEATURES:
    WoE Countdown Top Guild Top Player (based on FluxCP's Character Ranking module) HOW TO INSTALL:
    This follows the default theme of FluxCP, it acts similar like Emphaino where it inherits the default FluxCP pages.
    Extract the RAR file in the themes folder.  In application.php: make sure 'stellar' comes first and then 'default' next 'ThemeName' => array('stellar','default'), // Names of the themes you would like to use. Themes are in FLUX_ROOT/themes. First theme listed will be default theme. And you should be good to go.
    HOW TO EDIT:
    Site title is still dependent on the variable SiteTitle inside application.php.
    Edit index.php in stellar/main/ for the front page stuff.
    For the Favicon, Logo, Description, WoE Hours, Site Navigation, please visit settings.php for more instructions.
     
    Submitter Hyvraine Submitted 01/09/18 Category Web Resources  
  2. Upvote
    Tio Akima reacted to malufett in function to enemy check in monster range ?   
    at mob.c look for mob_ai_sub_hard all you need are there regarding mob searching target and attacking..
  3. Upvote
    Tio Akima reacted to PB&JJ in Check around cell And mob dead   
    Not sure why mob_dead doesn't work for you.

    I was going to suggest foreachinrange, but that applies a function. now there is another function called map_count_oncell (called by map->count_oncell)


    Example code Under the assumption of a rectangular range & positive range value:
     
     
  4. Upvote
    Tio Akima reacted to Easycore in check equip in battle.c   
    hand1 = sd->status.inventory[sd->equip_index[EQI_HAND_L]].nameid; hand2 = sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid;  
  5. Upvote
    Tio Akima reacted to malufett in About the status of 3rd class   
    because officially 3rd classes are meant for level 99 and up..so 98 and below has no configuration for its HP/SP..to do that edit your job_db.conf
  6. Upvote
    Tio Akima reacted to meko in Recent changes to the Hercules engine   
    It seems there's been no changelog since quite a while so here's one highlighting the most recent changes related to scripting. Sorry if that's not the right category, please move accordingly.     New script commands: chr ord gettimer getunits getvariableofpc can_use_command has_permission addchannelhandler removechannelhandler setunitdata getunitdata getunitname setunitname getequipisenableopt getequippedoptioninfo getequipoptioninfo setequipoption navigateto   Modified script commands (extra parameters): strcharinfo strnpcinfo addtimer deltimer addtimercount checkoption checkoption1 checkoption2 setoption warpparty warpguild classchange   New params: BankVault  
     
    Big projects currently in development:
    Implementation of the official Clan system Implementation of the official RoDEX system Implementation of the official Achievements system Complete rewrite of the map cache system
  7. Upvote
    Tio Akima got a reaction from Khazou in New Heads - beards   
    New heads I'm making for Ragnarok Online. Heads with beard. Will be 6 new heads.


     
  8. Upvote
    Tio Akima got a reaction from Sephus in dark endless tower   
    My dark version of the endless tower
     




     
     
  9. Upvote
    Tio Akima got a reaction from cfelten in dark endless tower   
    Thank you very much for the comment Legend! *-*
    Felten and Zutcer thanks
  10. Upvote
    Tio Akima got a reaction from Legend in dark endless tower   
    My dark version of the endless tower
     




     
     
  11. Upvote
    Tio Akima got a reaction from cfelten in dark endless tower   
    My dark version of the endless tower
     




     
     
  12. Upvote
    Tio Akima got a reaction from tedexx in dark endless tower   
    My dark version of the endless tower
     




     
     
  13. Upvote
    Tio Akima got a reaction from Klutz in New Heads - beards   
    New heads I'm making for Ragnarok Online. Heads with beard. Will be 6 new heads.


     
  14. Upvote
    Tio Akima got a reaction from Ridley in New Heads - beards   
    New heads I'm making for Ragnarok Online. Heads with beard. Will be 6 new heads.


     
  15. Upvote
    Tio Akima reacted to fxfreitas in [Showcase + DL] Hairstyles   
    UPDATED, NOW HAVE 72 HEADS
     
    UPDATED, NOW HAVE 84 HEADS !!!!!
     
    Here a Compiliation of basic customs Hairs from Ragnarok Online, This include the 29 oficial heads.
    All of these heads aren't made be me, with exception of #68, #69, #70 and #71 male heads and female #70 and #71 heads, this pack cames from internet and a bit of search, the authors put the credit on Spr files...
    But who diferent on that pack?
     - Repeated Heads Removed;
     - Missaligned Heads Fixed; (like #48 and #61)
     - 6 Unique Heads.
    - Now this pack is mixed with smokim pack (from cronus)
    - No Female Heads in Male pack, with exception of classic #43
     
    I'm Still Working On this Pack to change female heads into male heads (like #43, #55, #56 etc - Male Hairstyles), to make all heads in Oficial Collors (1~7 to work with them), To Increase this into 100 Hairstyles Pack.
    Preview:

     
    DOWNLOAD: 84 Heads.zip

    Mirror 4Shared
    Mirror MediaFire
  16. Upvote
    Tio Akima got a reaction from Tristan in [Showcase] Tio Akima Spriting's   
    Hi, I'm Tio Akima.
    I work with pixel art and do work directed towards ragnarok.

    These are some of my works, I hope you like this. ^^
     
     
     
     
    - NPC's -
     
    Npcs with some specific elements.
     
       

      
     
     
     
    CDZ Sprites:
     
    Sprites based on anime, but with the style of ragnarok.
     

     
    Other sprites:
     

    - Custom Heads -
     
    heads sprites based on anime, but with the style of ragnarok.
     

     
    - works -
     




    OBs: It is forbidden to use my work / and or my images without prior authorization, or size them as yours.
    That's all, folks.
     
    att,
     
    Tio Akima
  17. Upvote
    Tio Akima got a reaction from Ridley in [Showcase] Tio Akima Spriting's   
    Hi, I'm Tio Akima.
    I work with pixel art and do work directed towards ragnarok.

    These are some of my works, I hope you like this. ^^
     
     
     
     
    - NPC's -
     
    Npcs with some specific elements.
     
       

      
     
     
     
    CDZ Sprites:
     
    Sprites based on anime, but with the style of ragnarok.
     

     
    Other sprites:
     

    - Custom Heads -
     
    heads sprites based on anime, but with the style of ragnarok.
     

     
    - works -
     




    OBs: It is forbidden to use my work / and or my images without prior authorization, or size them as yours.
    That's all, folks.
     
    att,
     
    Tio Akima
  18. Upvote
    Tio Akima reacted to Aeromesi in cloud and smoke   
    Get all the dragon balls and you may have your wish....

    All puns aside;
     
    I would assume you can find the texture/effect for "@clouds" command and recolor them to yellow? Any thought on this?
  19. Upvote
    Tio Akima reacted to Omnipotent in Item Evolution System   
    Item Evolution System
     
     
    Hello! It has been a lot of time since I don't make a release. One of the most important reasons is my laziness to do a topic. But I tried to fight against it and here I am.
    This is an old script. It was very ugly in the past (now it's just ugly and has been optimised). I tested it a good amount of times and I didn't found any bugs in my tests.
     
     
    What does this script do?
    It can evolve equips when you kill an amount of monsters, or gather experience from them. You can request aditional types if you want. I could update this... probably.
     
     
    How to configure?
    Well, I like to think the config is easy, but I don't really know. You can add items by using callsub Ids. The structure is like this:
    callsub Ids, ID 1, evolution mode 1, mob id 1, amount to advance 1%, ID 2..., mob id 2... and so. Every entry is a different evolving line which can consist of... 10 items if you like (i.e. Poring Wings -> Super Poring Wings -> Mega Poring Wings -> God of Poring Wings, and so).
    The evolution modes, as of now, are the next:
    1 = Every X amount of mobs 2 = Every x amount of experience You can also define if the evolution itself is handled by the system or you have some quest in mind with the .auto variable.
     
     
     
    Screenshots



     
     
     
    So, enjoy the script.
     
     
    Mirror: http://pastebin.com/dl/6xk49UED
     
     
    Note: the idea itself comes from Pow Supremacy. Credits to them.
    Items_Evo.txt
  20. Upvote
    Tio Akima reacted to x13th in Doubts - src -skill   
    Hi. What's now working? Is it the increment of "ataq" or your printf? I suggest to change printf to sprintf
     
    char output_message[128]; sprintf(output_message, "basic hit number: %d",ataq); clif->messagecolor_self(sd->fd, COLOR_DEFAULT, output_message); And can you please explain more.
     
    Edit:
    ataq++ won't really work because you're just simply adding + 1 with your declared ataq integer. Instead, try using the val1 or any value of sc->data[YOUR_SC_SKILL] that you're not using.
     
    Sample
    if(t_bl->type==BL_MOB){ sc->data[YOUR_SC_SKILL]->val1 = sc->data[YOUR_SC_SKILL]->val1 + 1; sprintf(output_message, "basic hit number: %d",sc->data[YOUR_SC_SKILL]->val1); clif->messagecolor_self(sd->fd, COLOR_DEFAULT, output_message); }
  21. Upvote
    Tio Akima reacted to Ridley in problem with custom model   
    Syouji's Guides are great for this
  22. Upvote
    Tio Akima reacted to rokimoki in problems with accentuation   
    you have to change the langtype in clientinfo.xml
    +-----+------------------------+-------------------+
    | int | enum SERVICETYPE | "servicetype" tag |
    +-----+------------------------+-------------------+
    | 0 | SERVICETYPE_KOREA | korea |
    | 1 | SERVICETYPE_AMERICA | america |
    | 2 | SERVICETYPE_JAPAN | japan |
    | 3 | SERVICETYPE_CHINA | china |
    | 4 | SERVICETYPE_TAIWAN | taiwan |
    | 5 | SERVICETYPE_THAI | thai |
    | 6 | SERVICETYPE_INDONESIA | indonesia |
    | 7 | SERVICETYPE_PHILIPPINE | philippine |
    | 8 | SERVICETYPE_MALAYSIA | malaysia |
    | 9 | SERVICETYPE_SINGAPORE | singapore |
    | 10 | SERVICETYPE_GERMANY | germany |
    | 11 | SERVICETYPE_INDIA | india |
    | 12 | SERVICETYPE_BRAZIL | brazil |
    | 13 | SERVICETYPE_AUSTRALIA | australia |
    | 14 | SERVICETYPE_RUSSIA | russia |
    | 15 | SERVICETYPE_VIETNAM | vietnam |
    | 17 | SERVICETYPE_CHILE | chile |
    | 18 | SERVICETYPE_FRANCE | france |
    | 19 | SERVICETYPE_UAE | uae |
    +-----+------------------------+-------------------+

  23. Upvote
    Tio Akima reacted to Nardoth in Check Collision in Skill   
    In castend_pos2 there are already variables x and y that are set as parameters of the function, these are the coordinates of the cell the player casted the skill on, so you just have to replace bl->x and bl->y for just x and y respectively. But then again, in NJ_KAMAITACHI the animation does not show up when there are no enemies in the area.
     
    The loop should advance from the last cell the animation showed up to the next one, until it hit's a target or reach the range of the skill, and then continue. I will let you do the math about how to calculate which cell it should go, probably you will have to mess with some conditions about the direction where the target cell is from your point of view.
     
    It would look something like this:
    for(i=0;i<range;i++){ if (0<map->foreachinpath(skill->attack_area,src->m,previous_cellx(i),previous_celly(i),next_cellx(i),next_celly(i), skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), skill- >splash_target(src),skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY)) continue; } Using the firepillar will be more tricky, since what it does is place a unit on the cell with skill->unitsetting if I guess correctly.
    If that's the case, maybe it will help you to set a variable of the struct skill_unit_group to that unit of firepillar, and set it's alive parameter to a lower number so it does not persist after the skill is done casting and it disappears quickly.
     
     
    PD: My main language is spanish, but I can understand you pretty well.
  24. Upvote
    Tio Akima reacted to Nardoth in Check Collision in Skill   
    I know what you are trying to do, what I said was about that. You need to study how kamaitachi works. It uses the map->foreachinpath function to attack to everyone in it's path. That function returns the total amount of damage done in the area, so you may use that to know if it already hit something in a convenient loop (i.e. looping at every cell in the path).
    To set kamaitachi as a ground skill you go to your skill_db.conf and replace Enemy: true to Place: true, but after you do that the skill will stop calling skill->castend_damage_id to use skill->castend_pos2 (and because of that it will stop calling map->foreachinpath unless you set it to do that in castend_pos2).
     
    To loop at everycell in it's range you will have to get the direction the src is facing and calculate the next coordinate it should be heading. 
    Check the available functions in unit.c (or by typing unit-> ).
    It seems to me that this is a very inefficient way to do it but I bet it will do the trick and is the best thing I know to do with the tools we have.
     
    The only problem with this method is that the skill animation wont show up if the skill fails to find an target. The animation is called by clif->skill_damage but it needs a block_list as a target and you only have the coordinates x,y of the targeted cell. In the other hand, using the caster's block_list (src) as a target will make the animation head always to east, which is an issue.
     
    I don't know about you but I never learn C, or C++, or whatever this language is (actually the only language I'm not afraid to say I know a bit is fortran), but after learning I can use printf("string") or printf("%d",int i) my understanding speed of this code increased greatly. It may be helpful to you. The output will be print in the map-server console and to write a new line use printf("\n") to make it readable.
    It helps to find bugs in your code about what it is doing or where it's crashing. Trial and error will help you a lot.
  25. Upvote
    Tio Akima got a reaction from Nardoth in Edit Skill Fire Pillar   
    Hello people,
     
    I want to edit the skill Fire Pillar - (WZ_FIREPILLAR).
     
    The problem with this skill is that it does not work when you have a monster on the chosen area
     
    You have to use it in an area with no monster.
     
    As removing this condition ????? (bad condition)
     
    I've tried several things, reading skill.c, but have not figured out yet, anyone have any idea?
     
    thanks
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