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Tio Akima

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  1. Upvote
    Tio Akima reacted to Nardoth in Edit Skill Fire Pillar   
    Go to the skill_db.conf in your db/re (or pre-re) folder and comment out "UF_NOFOOTSET: true" in the skill. However cast time and delay for the skill are too short, so I would suggest not doing that because it would lead into imbalance.
  2. Upvote
    Tio Akima reacted to evilpuncker in tabls sql   
    yes they all go in one database, and about items and mob sql, hercules doesn't use them anymore
  3. Upvote
    Tio Akima reacted to evilpuncker in tabls sql   
    when installing a new server you need to import main.sql only AFAIK, and if you use sql logs then import logs.sql as well
  4. Upvote
    Tio Akima reacted to evilpuncker in help in tortoiseSVN - down server   
    use this link when checking out
     

    https://github.com/HerculesWS/Hercules/trunk
     
    so you don't need to download all the branches
  5. Upvote
    Tio Akima reacted to Bruno Nogueira in Para DATA   
    use a data do zackdreaver
     
    https://github.com/zackdreaver/ROenglishRE
  6. Upvote
    Tio Akima got a reaction from Black Box in all mounts working?   
    thanks
  7. Upvote
    Tio Akima reacted to Black Box in all mounts working?   
    Test with the item: 12622
  8. Upvote
    Tio Akima reacted to Dastgir in Error rev 20311   
    There might be more errors at startup, that you haven't applied XYZ sql update.
    Apply those updates from sql-files/upgrades
  9. Upvote
    Tio Akima reacted to Sephus in skill basic atack   
    Something like this?
     
    find in battle.c - 
    struct Damage battle_calc_attack  
    Add the following right before #ifdef HMAP_ZONE_DAMAGE_CAP_TYPE
    if(target && !skill_id && attack_type == BF_WEAPON && bl->type == BL_PC){ npc->event((TBL_PC*)src,"CalcBasicAttack::OnBasicAttack",0);}  
    And then make an npc :
     
    - script CalcBasicAttack -1,{end;OnBasicAttack: @attackcount++; if(@attackcount == 10) { // Dance for me. }}  
    Just a rough idea , I haven't tested this.
  10. Upvote
    Tio Akima got a reaction from Nagad in Dragon Ball Ragnarok Online [DBRO]   
    Based server in dragon ball z  brings epic battles, characters from Akira Toriyama universe and a history linked to ragnarok. The world is being thoroughly customized.   The most epic ragnamod!   new sprites, new maps, new races, new monsters, new MVP's, new quests, new items, new Skills   link videos:  
        Info
    - Max lvl: 255 (provisório)
    - Max stats: 200
    - Max ASPD: 197
    - All Drops: 40%
    - Drops Cards MVP: 0,01%
     
    Event
    - martial arts tournament
    - Z martial arts tournament (Cell Game)
    - battle of base - 5 vs 5
    - Earth Invasion
    - War Z
    and more   more videos:  
     
  11. Upvote
    Tio Akima reacted to Aeromesi in Dragon Ball Ragnarok Online [DBRO]   
    @@Tio Akima looks really cool. It'd be better if you completely removed the world of Ragnarok and made it a dragon ball mmorpg.
  12. Upvote
    Tio Akima reacted to Mystery in Dragon Ball Ragnarok Online [DBRO]   
    Please add your websites btw. 
  13. Upvote
    Tio Akima reacted to evilpuncker in item enabling a skill   
    if the item is an equipment just do as the following:
     
    Script: <" skill TF_DETOXIFY,1; ">
  14. Upvote
    Tio Akima reacted to Ind in Introducing Hercules' Map Zone Database   
    Introducing Hercules' Map Zone Database
    Hello~! - What?!
    1st, it is a merge from item_noequip.txt and skill_nocast_db.txt functionality. 2nd, it is a major improvement on what these features did in both performance and usability. map_zone_db.txt format sample
    {     name: "My Zone"     inherit: ( "My Other Zone" )     disabled_skills: {         AL_HEAL: "PLAYER | MONSTER | ELEMENTAL"         AL_TELEPORT: "MONSTER"         MG_FIREBOLT: "NONE"         //MG_NAPALMBEAT: "PLAYER"         //ID11: "PLAYER"     }     disabled_items: {         Assumptio_5_Scroll: false         //Apple: true         //ID501: true     }     mapflags: (         "adjust_skill_damage    MG_FIREBOLT    250",         "adjust_unit_duration    PR_SANCTUARY    50"     )     /* "command:min-group-lv-to-override" e.g. "heal: 70" */     disabled_commands: {         //Example Below makes @heal be used in maps within this zone only by those group lv 70 and above         //heal: 70     }     skill_damage_cap: {         //Exemple Below caps firebolt damage in maps within this zone to a maximum 50 damage,         // (depends on HMAP_ZONE_DAMAGE_CAP_TYPE in src/config/core.h)         // when cast vs players and monsters.         //MG_COLDBOLT: (50,"PLAYER | MONSTER")     } } Notes on the format
    In disabled_skills the var following the name (: "PLAYER | MONSTER | HOMUN | MERCENARY | ELEMENTAL | PET | CLONE | MOB_BOSS") is what allows a zone to know what unit types should have this skill disabled. In the sample above, for example, in My Zone, player, monster and elemental unit types are unable to cast heal, while only monsters are unable to cast teleport. this variable may also be used to ignore skills from inheritance, for example if My Other Zone disabled a number of skills, including MG_FIREBOLT, in My Zone all of them will be disabled as well, except for MG_FIREBOLT since it is set as NONE. In disabled_items the var following the name (: true or : false) is what allows a zone to override what it inherited, for example if My Other Zone disables a number of items, including Assumptio_5_Scroll, in My Zone all of them will be disabled as well, except Assumptio_5_Scroll since it is as false. A zone may enforce an unlimited number of mapflags on all its maps, by using this sample all maps under My Zone will have Fire Bolt damage increased by 2.5x and Sanctuary will have its duration halved. A unlimited number of maps may be linked to a specific zone through a mapflag '<map name><tab>mapflag<tab>zone<tab><zone name>' Changes The mf_restrict (restrict) was dropped. item_noequip.txt and skill_nocast_db.txt were dropped, replaced by map_zone_db.txt. setmapflag script command was modified to support the new zones. @mapinfo was modified to support the new zones, also modified the formatting and made it include the amount of vendings. Improvements As opposed to item_noequip.txt and skill_nocast_db.txt, map_zone_db.txt supports an unlimited number of zones. map_zone_db.txt implementation surpasses the ones from item_noequip.txt and skill_nocast_db.txt, making item equipping (pc_useitem/status_calc_pc) and skill using (previously skillnotok, now status_check_skilluse) processing much faster and efficient. @mapinfo performance was improved (was doing chat room dbmap lookups without even checking if player was on the map in question) Special Thanks to Muad_Dib <3. to lighta for discussing the feature with me and helping design the unit-based restrictions on skills to Bahmut and Emistry for ideas on how to format the file. to kyeme for feature ideas. Links~! Commit Commit 2 (update) Map Zone Database File
  15. Upvote
    Tio Akima reacted to evilpuncker in error in JOB_DB1   
    seems like you forgot to re-compile your emulator, since it is still trying to find the .txt file instead of .conf file
  16. Upvote
    Tio Akima reacted to evilpuncker in Hercules Ultimate Localization Design   
    @@Tio Akima
    here it opens just fine, try reinstalling poedit or maybe try to open the pot file directly with poedit (abrir com...) instead of  using "Criar Nova Tradução"
  17. Upvote
    Tio Akima reacted to evilpuncker in Hercules Ultimate Localization Design   
    http://depositfiles.org/files/7q2wae2f6
  18. Upvote
    Tio Akima reacted to Tranquility in map size   
    Thanks, it is easier
  19. Upvote
    Tio Akima reacted to Chemical Crush in map size   
    Instead of click dragging just hit f2 and then hit ctrl + a then ctrl + c then tab over to the new larger sized map and place it.
    But this was answered by me on the other forums regardless.  Just thought id also let you know ctrl + a is easier.  =]
  20. Upvote
    Tio Akima reacted to Tranquility in map size   
    Yes it's possible.
     
    In Browedit, create a new map with the dimensions you want it to have.
    Lets say you had 100x100 and now you want it to be 150x150, you'll create a new map with that size.
    Next you open the original map of 100x100, you can then select the whole map after pressing F2 (just drag from top-left to lower right). You might want to use View > Top Camera for this to make it easier.
    To reduce the strain, you can toggle lightmaps and objects by pressing "l" and "o".
     
    Then press CTRL + C to copy (you should see the map 'stuck' to your mouse movements), TAB to your other map and then place it on the right spot accordingly.
  21. Upvote
    Tio Akima got a reaction from Chemical Crush in help - texture disappears   
    thanks *-*
  22. Upvote
    Tio Akima reacted to Chemical Crush in help - texture disappears   
    https://rathena.org/board/files/file/2514-browedit-revision-586-pre-configured/
  23. Upvote
    Tio Akima reacted to Chemical Crush in help - texture disappears   
    Please do a final save in revision 586 of BrowEdit. If you do a final save with 620 this error occurs.
  24. Upvote
    Tio Akima reacted to Garr in npc walking (coordinates)   
    *npcspeed <speed value>;*npcwalkto <x>,<y>;*npcstop;These commands will make the NPC object in question move around the map. As they currently are, they are a bit buggy and are not useful for much more than making an NPC move randomly around the map.'npcspeed' will set the NPCs walking speed to a specified value. As in the @speed GM command, 200 is the slowest possible speed while 0 is the fastest possible (instant motion). 100 is the default character walking speed.'npcwalkto' will start the NPC sprite moving towards the specified coordinates on the same map as it is currently on. The script proceeds immediately after the NPC begins moving.'npcstop' will stop the motion.While in transit, the NPC will be clickable, but invoking it will cause it to stop moving, which will make it's coordinates different from what the client computed based on the speed and motion coordinates. The effect is rather unnerving.Only a few NPC sprites have walking animations, and those that do, do not get the animation invoked when moving the NPC, due to the problem in the NPC walking code, which looks a bit silly. You might have better success by defining a job-sprite based sprite id in 'db/mob_avail.txt' with this.
  25. Upvote
    Tio Akima reacted to Garr in effect in map (Neflheim)   
    In Browedit it's identified as effect 358.
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