one set for odin 75, one set for odin 99, etc..
The skill numbers don't change, there will be ones that appear to be duplicates for things like that, though
Search found 1768 matches
- Fri Aug 26, 2016 8:48 am
- Forum: Contributing
- Topic: Various Mobs animations regular updates
- Replies: 20
- Views: 22787
- Wed Aug 24, 2016 7:23 pm
- Forum: Scripting
- Topic: Adding LS upon character creation.
- Replies: 8
- Views: 5847
Re: Adding LS upon character creation.
No, it's not the index of the columns of the table, it's the index of the column of the sql query "SELECT linkshellid,color FROM linkshells WHERE name='%s'"
- Mon Aug 22, 2016 8:17 pm
- Forum: Scripting
- Topic: Adding LS upon character creation.
- Replies: 8
- Views: 5847
Re: Adding LS upon character creation.
that's saying "select the 1st column from the query" (zero based, of course), and the query's columns are "linkshellid, color" - so 1 is correct
- Mon Aug 15, 2016 12:17 am
- Forum: Custom Applications and Tools
- Topic: Keyitems Converter
- Replies: 8
- Views: 10414
Re: Keyitems Converter
For Linux, build this in darkstar/keyitemconverter and then mv the tool to darkstar and run it
- Sun Aug 14, 2016 11:42 pm
- Forum: Custom Applications and Tools
- Topic: Keyitems Converter
- Replies: 8
- Views: 10414
Re: Keyitems Converter
Oh oops, I took the time to make it portable and everything... I'll see what I can do
- Sun Aug 14, 2016 7:43 pm
- Forum: Custom Applications and Tools
- Topic: Keyitems Converter
- Replies: 8
- Views: 10414
Re: Keyitems Converter
And the source, of course.
- Sun Aug 14, 2016 7:33 pm
- Forum: Custom Applications and Tools
- Topic: Keyitems Converter
- Replies: 8
- Views: 10414
Keyitems Converter
Commit 7d749f63272592c7c6b4bc01bca6f07a24cb90c2 changed how keyitems are stored. Attached is an .exe that will read your map_darkstar.conf and convert every characters keyitems blob into the new format. Place it in your darkstar folder (where libmariadb.dll is) and then run it from the command line....
- Wed Aug 10, 2016 7:02 pm
- Forum: Scripting
- Topic: Changing summon animations for spirits?
- Replies: 2
- Views: 2654
Re: Changing summon animations for spirits?
that animation is tied to the model on the clientside
- Mon Aug 01, 2016 9:29 pm
- Forum: Scripting
- Topic: elemental magic damage
- Replies: 2
- Views: 2649
Re: elemental magic damage
the damage for nukes is actually just lua, so you can do whatever you want to their scripts
- Wed Jul 27, 2016 6:21 pm
- Forum: Custom Applications and Tools
- Topic: Renamer
- Replies: 5
- Views: 8881
Re: renamer
I asked you if you could do that for us awhile back, because of the event NPCs they keep shuffling in and out seasonally.. you might be able to do it already for NPCs, just that certain mob specific things (like aggroing?) didn't work way back when I implemented it. Not sure what the state of it wo...