Search found 1768 matches

by kjLotus
Fri Aug 26, 2016 8:48 am
Forum: Contributing
Topic: Various Mobs animations regular updates
Replies: 20
Views: 21648

Re: Various Mobs animations regular updates

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
by kjLotus
Wed Aug 24, 2016 7:23 pm
Forum: Scripting
Topic: Adding LS upon character creation.
Replies: 8
Views: 5810

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'"
by kjLotus
Mon Aug 22, 2016 8:17 pm
Forum: Scripting
Topic: Adding LS upon character creation.
Replies: 8
Views: 5810

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
by kjLotus
Mon Aug 15, 2016 12:17 am
Forum: Custom Applications and Tools
Topic: Keyitems Converter
Replies: 8
Views: 9892

Re: Keyitems Converter

For Linux, build this in darkstar/keyitemconverter and then mv the tool to darkstar and run it
by kjLotus
Sun Aug 14, 2016 11:42 pm
Forum: Custom Applications and Tools
Topic: Keyitems Converter
Replies: 8
Views: 9892

Re: Keyitems Converter

Oh oops, I took the time to make it portable and everything... I'll see what I can do
by kjLotus
Sun Aug 14, 2016 7:43 pm
Forum: Custom Applications and Tools
Topic: Keyitems Converter
Replies: 8
Views: 9892

Re: Keyitems Converter

And the source, of course.
by kjLotus
Sun Aug 14, 2016 7:33 pm
Forum: Custom Applications and Tools
Topic: Keyitems Converter
Replies: 8
Views: 9892

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....
by kjLotus
Wed Aug 10, 2016 7:02 pm
Forum: Scripting
Topic: Changing summon animations for spirits?
Replies: 2
Views: 2628

Re: Changing summon animations for spirits?

that animation is tied to the model on the clientside
by kjLotus
Mon Aug 01, 2016 9:29 pm
Forum: Scripting
Topic: elemental magic damage
Replies: 2
Views: 2629

Re: elemental magic damage

the damage for nukes is actually just lua, so you can do whatever you want to their scripts
by kjLotus
Wed Jul 27, 2016 6:21 pm
Forum: Custom Applications and Tools
Topic: Renamer
Replies: 5
Views: 8345

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...