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PedroProplayer

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PedroProplayer last won the day on June 10 2021

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    Brazil
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    AvalonRO

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  1. So I do understand that the Expanded 4th Jobs are not yet ready and their skills don't work. But I don't understand why they are listed in the @job menu if you can't actually job change into them yet. Even if there's no skills it would be nice just to have the expansion to Lv250 and access to Traits. Am I doing something wrong or is it really not possible to jobchange into them at the moment?
  2. This is exactly the answer and reference I needed it. Worked good. Thank you very much.
  3. Is it possible to give multiple skills a shared cooldown? By that I mean creating a group of skills which, when one is used, all of the skills in this group go on cooldown. If I were to use after cast delay it would make ALL skill unusable but that's not my goal. I want only a specific group of skills to work like that. Where in the src would I need to edit to control this behavior?
  4. When the option for allowing monsters to level up when they kill players(mobs_level_up at battle/monster.conf), I've noticed that MvPs will respawn with the same level they were killed. For example, if a given MvP kills 10 players and gains 10 levels, it will respawn 10 levels higher the next cycle. This effectively makes MvPs much stronger than they should be, overtime. Obviously, I don't want this to happen. I want MvPs to respawn always at their default level. Any ideas on how to make this work?
  5. On the major skill change patch, kRO removed the characteristic animation from those two skills. The same one that changed Bard/Dancer skills to be 31x31 AoEs. The problem I have is that I absolutely must have those animations put back into the game. I'm using 2020-04-01bRagexe.exe on Pre-Renewal. Was this change done directly on the ragexe? Or can I enable it back using src coding?
  6. So I decided to take another shot at this. Did a clean install of rA on my virtual machine, made sure it worked, switched to Pre-Re and did the pull using git check and then checkout. Using git branch I can tell I'm on the webservice branch. I also see the new files and confs so I know it worked. So now problem #1: when doing ./configure --enable-web-service I get the error: unrecognized option. I don't know what does but I can start the web service using ./web-service. It works. At least it turns on. So apparently I need to edit a lua file on my client to point to the web service. So I went and edited ExternalSettings_kr.lub and added my local address and set the port to 8888(which was the default port on the web service config). Still get the error on login and emblems not working. Nothing shows up on the web service window either, it's obviously not communicating. This is about as far as I can go. I have no idea what's wrong.
  7. I'm using CentOS 7. I'm using ./configure with the argument that was provides but, as I said, it does not recognize the option. Should this work on a default rA installation? All I've used is Yum to install the latest version, nothing more.
  8. I feel there's not enough information about using this new feature. The only reliable information I found on the subject was this link. https://github.com/rathena/rathena/pull/5731 I'm using the latest rA and the return message is that --enable-web-service is not a recognized option. So which is it? Is the web service built into rA? Do I need to download any additonal packages? What do we even gain from this besides gif emblems?
  9. Did you attain 100% resist by using effects from cards or from status points? There are settings in the conf files that let you change at what point the resistances give full immunity. Maybe you tampered with those and don't remember?
  10. I still don't understand exactly how you want to change these effects though.
  11. I don't know how it would be using the new YAML skill_db version but in 3CeAM(which is a much older version of the game) you could control this behavior in skill_db. // 09 Number of hits (when positive, damage is increased by hits, // negative values just show number of hits without increasing total damage) If you do this however, it will make each hit do the damage of a lv10 normal bolt. Meaning you're increasing the skill's damage output by a factor of 10. You'd have to nerf the skill down to 1/10 damage to get the desired result.
  12. What method did you use to test this? What changes have you made recently? Server version? Anything else changes besides AK Card damage?
  13. Drop the database editor and try to edit files directly? They're easy to read and interpret.
  14. Could you try to explain better what it is exactly you wish to do? It's hard to understand.
  15. As developers, admins and game masters, we've all had to deal with bots and exploiters. Over these decades we've come up with many solutions in order to try and fight back this menace. What I'd like to ask today is: which solutions are the most appropriate and all encompassing in modern times? Which ones worked for you? Which ones were useless or failures? Which ones would you say are absolutely essential? For this topic I mean everything. Anti-bot shields, scripts, encryption, obfuscation, literally anything to stop tampering and automation. Furthermore, there's also the issue of account sharing. No matter how much you warn players, they still do it. Any suggestions on encouraging players to keep their credentials private?
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