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  1. Today
  2. It's bound to @monster command... Just do @monster 3 will summon 3 of a random mob id from that list.
  3. I solved it by using previous version MySQL. Thank you!
  4. it has an outdated query. right now its just a warning. but in the future it will be an error
  5. google cloud or nfoservers
  6. Maybe it's conf/subnet_athena.txt misconfiguration If you are using dedicated host you might need to change the subnet getway and put the machine right getway, I was having this issue and this fixed to me.
  7. Hi! Good day! Does anyone here offer or knows who offer Windows VPS host provider? Me and my friends plan to open a private server for a game(not ragnarok tho). Any recommendation is appreciated. Thanks!
  8. Im Sorry i cant read Korean Language.. But it happen while importing all the sql files in your newly database? Base on my experience (using WAMP SERVER for MySQL/PHP/APACHE) i always have error uploading the sql that has a more than 2.5Mb of file size... Because the maximum file to upload in MySQL each query is 2.5Mb.... If you want to upload more than that you have to change the maximum limit in your php.ini post_max_size memory_limit upload_max_filesize
  9. Where should I put this sir? Sry, what I meant is, I tried to make a party member got similar chance to get an item from a monster even though they dont kill it. Ex: DPS kill poring and has 10% to get a knife, the supports also have 10% chance as well (pure communism :D)
  10. first I made knew database with heidisql open query files and play it then I got this error Maybe it's not file problem I guess... some other setting problem? Because I have tested with several other pack, including file from github, and all of results are the errors. I have no idea how to solve it...? Thank you.
  11. Seems like the save as 24bit option from Microsoft's Paint isn't working, I had to open the file in Photoshop and save it as 24bit. And it worked. thank you.
  12. Yesterday
  13. Here are the files you're looking for. MechanicalWingBand.grf
  14. hi everyone can i ask how to add special effects on mall warper, is it possible you can use high jump in transfering to another map? instead of warp
  15. Thank you @Functor
  16. thats what i was afraid of, thank you lol
  17. Hi, Did you mean this? ...\conf\battle\party.conf EDIT: Sorry I misread your question, wait a moment. EDIT: Maybe by the usage of array? And change: if ( getmonsterinfo( killedrid, 1014 ) to if( killedrid == [email protected][[email protected]] ) It's not tested and I am not sure yet as my brain is a bit frozen by now (it's almost midnight here), and that script you've given is incomplete. My apologise if there is any mistake.
  18. Hello, someone gave me a link about a script which can give a party member similar chance to get specific item from a mob even they are not the killer. However, I would like to make it only work on certain mob for example, Spore. But when I killed other mob, the script also being activated. - script PartyLoot -1,{ OnNPCKillEvent: if ( getmonsterinfo( killedrid, 1014 ) && rand(100) < 40 ) { if ( getcharid(1) ) { getpartymember getcharid(1), 1; getpartymember getcharid(1), 2; for ( [email protected] = 0; [email protected] < [email protected]; [email protected]++ ) { if ( isloggedin( [email protected][[email protected]], [email protected][[email protected]] ) ) { // what happens if someone in the party member is offline =/ [email protected][[email protected]] = [email protected][[email protected]]; [email protected]++; } I would appreciate if anyone telling me how to make this script only worked on specific mob..
  19. Obiwan

    ProspectRO

    still looking for a dev?
  20. While I was testing damage, I found that eggs don't be hit by critical. How can I fix this?
  21. I found how to make it anyway, I tried to make a simple improvement for this script. //===== rAthena Script ======================================= //= Vicious Mind Weapon Random Option Enchanter //===== By =================================================== //= llchrisll //===== Version ============================================== //= 1.0 - Initial Version //===== Tested With ========================================== //= rAthena 03/26/2018 Revision //= GIT Hash: 333f0dddc8353663eacba0423751988c9bc38e34 //===== Description ========================================== //= This script handles the random options for the Vicious Mind Weapons // until rAthena changes the way the Random Option Database is handled. //= Instead of defining every possible random option for each option slot // this enchanter will be used. //===== Comments ============================================= //===== Credits ============================================== //= NovaRo for their Information regarding the possible Options. //============================================================ prontera,158,179,4 script Disciple of Hades 101,{ mes .n$; mes "Hey.., "+strcharinfo(0)+"!"; mes "You look strong, I can make you stronger"; mes "I am the lost gods disciples, he taught me many things."; mes "Including art of enchanting."; if(select("- Enchant Ancient Weapons:- Nevermind") - 1) close; next; mes .n$; mes "To apply an random properity to an Ancient weapon, you need to have ^0000ffJotun Eye^000000."; mes "Also be warned, that what you get and with which value is completely random!"; next; mes "Please remember remove the cards in the weapon before enchanting or it might be lost."; menu "Okay I have it",-; next; mes "1 ^0000ffJotun Eye^000000."; if(countitem(607) < 1 ) goto Lne; // testing used Ygg berry - change the catalyst here next; mes .n$; mes "First, let's see what you have equipped...:"; next; set [email protected],EQI_HAND_R; // Save equip location mes .n$; if(!getequipid([email protected])) { mes "You don't have anything equipped!"; close; Lne: mes "Are you trying to fool me!?"; close; } switch(getequipid([email protected])) { case 1268: // Wild Beast Claw case 1236: // Sucsamad case 1363: // Bloody Axe case 1141: // Immaterial Sword case 1175: // Atlas Weapon case 1474: // Gae Bolg case 1559: // Legacy of Dragon case 1815: // Garm Claw set [email protected]$,"P"; break; case 2005: // Dea Staff case 1631: // Holy Stick case 1541: // Nemesis set [email protected]$,"M"; break; case 1223: // Fortune Sword case 1420: // Long Horn case 1722: // Ballista case 1919: // Bass Guitar case 13170: // Lever Action Rifle case 1970: // Queen's Whip set [email protected]$,"R"; break; default: mes "I don't recognize this weapon, please be sure to equip one and come back again."; close; } mes "Equipped Weapon: "+getitemname(getequipid([email protected])); set [email protected],getequiprandomoption([email protected],0,ROA_ID); set [email protected],getequiprandomoption([email protected],1,ROA_ID); set [email protected],getequiprandomoption([email protected],2,ROA_ID); if([email protected] || [email protected] || [email protected]) { mes " "; mes "I'm sorry, but this weapon already has bonus properities applied."; mes "Please choose a different one."; close; } next; // Randomize each Option Slot: // Random Option 1 set [email protected],rand(getarraysize(getd(".RandOpt1_"[email protected]$))); if(getd(".RandOpt1_"[email protected]$+"_MinV["[email protected]+"]") != getd(".RandOpt1_"[email protected]$+"_MaxV["[email protected]+"]")) set [email protected]_V,rand(getd(".RandOpt1_"[email protected]$+"_MinV["[email protected]+"]"),getd(".RandOpt1_"[email protected]$+"_MaxV["[email protected]+"]")); else set [email protected]_V,getd(".RandOpt1_"[email protected]$+"_MaxV["[email protected]+"]"); // Random Option 2 set [email protected],rand(getarraysize(getd(".RandOpt2_"[email protected]$))); if(getd(".RandOpt2_"[email protected]$+"_MinV["[email protected]+"]") != getd(".RandOpt2_"[email protected]$+"_MaxV["[email protected]+"]")) set [email protected]_V,rand(getd(".RandOpt2_"[email protected]$+"_MinV["[email protected]+"]"),getd(".RandOpt2_"[email protected]$+"_MaxV["[email protected]+"]")); else set [email protected]_V,getd(".RandOpt2_"[email protected]$+"_MaxV["[email protected]+"]"); // Random Option 3 set [email protected],rand(getarraysize(getd(".RandOpt3_"[email protected]$))); if(getd(".RandOpt3_"[email protected]$+"_MinV["[email protected]+"]") != getd(".RandOpt3_"[email protected]$+"_MaxV["[email protected]+"]")) set [email protected]_V,rand(getd(".RandOpt3_"[email protected]$+"_MinV["[email protected]+"]"),getd(".RandOpt3_"[email protected]$+"_MaxV["[email protected]+"]")); else set [email protected]_V,getd(".RandOpt3_"[email protected]$+"_MaxV["[email protected]+"]"); // Apply options to equipped weapon setrandomoption([email protected],0,getd(".RandOpt1_"[email protected]$+"["[email protected]+"]"),[email protected]_V,0); setrandomoption([email protected],1,getd(".RandOpt2_"[email protected]$+"["[email protected]+"]"),[email protected]_V,0); setrandomoption([email protected],2,getd(".RandOpt3_"[email protected]$+"["[email protected]+"]"),[email protected]_V,0); mes .n$; delitem 607,1; mes "Random bonus properities have been applied on your \""+getitemname(getequipid([email protected]))+"\" successfully."; end; OnInit: set .n$,"[Vicious Enchanter]"; // ========= Random Option Slot 1 ========= // - Physical setarray .RandOpt1_P[0],RDMOPT_HP_DRAIN, // HP Drain RDMOPT_SP_DRAIN, // SP Drain RDMOPT_VAR_HPACCELERATION, // HP Regen RDMOPT_VAR_SPACCELERATION, // SP Regen RDMOPT_VAR_PLUSAVOIDSUCCESSVALUE, // Perfect Dodge RDMOPT_VAR_AVOIDSUCCESSVALUE, // Dodge RDMOPT_DEC_SP_CONSUMPTION,// Delay SP Cons RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET, // Damage to Neutral Element RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET, // Damage to Earth Element RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET, // Damage to Fire Element RDMOPT_DAMAGE_PROPERTY_WATER_TARGET, // Damage to Water Element RDMOPT_DAMAGE_PROPERTY_WIND_TARGET, // Damage to Wind Element RDMOPT_DAMAGE_PROPERTY_POISON_TARGET, // Damage to Poison Element RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET, // Damage to Holy Element RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET, // Damage to Dark Element RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET, // Damage to Ghost Element RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET, // Damage to Undead Element RDMOPT_HEAL_MODIFY_PERCENT, // Heal Power % RDMOPT_WEAPON_INDESTRUCTIBLE, // Weapon Instructible RDMOPT_DAMAGE_SIZE_PERFECT; // Size will be ignored // ToDo: // Recover 1000 of Damage lost from size penalties // - Magical setarray .RandOpt1_M[0],RDMOPT_HP_DRAIN, // HP Drain RDMOPT_SP_DRAIN, // SP Drain RDMOPT_VAR_HPACCELERATION, // HP Regen RDMOPT_VAR_SPACCELERATION, // SP Regen RDMOPT_VAR_PLUSAVOIDSUCCESSVALUE, // Perfect Dodge RDMOPT_VAR_AVOIDSUCCESSVALUE, // Dodge RDMOPT_DEC_SP_CONSUMPTION,// Delay SP Cons RDMOPT_MDAMAGE_PROPERTY_NOTHING_TARGET, // Damage to Neutral Element RDMOPT_MDAMAGE_PROPERTY_GROUND_TARGET, // Damage to Earth Element RDMOPT_MDAMAGE_PROPERTY_FIRE_TARGET, // Damage to Fire Element RDMOPT_MDAMAGE_PROPERTY_WATER_TARGET, // Damage to Water Element RDMOPT_MDAMAGE_PROPERTY_WIND_TARGET, // Damage to Wind Element RDMOPT_MDAMAGE_PROPERTY_POISON_TARGET, // Damage to Poison Element RDMOPT_MDAMAGE_PROPERTY_SAINT_TARGET, // Damage to Holy Element RDMOPT_MDAMAGE_PROPERTY_DARKNESS_TARGET, // Damage to Dark Element RDMOPT_MDAMAGE_PROPERTY_TELEKINESIS_TARGET, // Damage to Ghost Element RDMOPT_MDAMAGE_PROPERTY_UNDEAD_TARGET, // Damage to Undead Element RDMOPT_HEAL_MODIFY_PERCENT, // Heal Power % RDMOPT_WEAPON_INDESTRUCTIBLE, // Weapon Instructible RDMOPT_DAMAGE_SIZE_PERFECT; // Size will be ignored // ToDo: // Recover 1000 of Damage lost from size penalties // - Ranged setarray .RandOpt1_R[0],RDMOPT_HP_DRAIN, // HP Drain RDMOPT_SP_DRAIN, // SP Drain RDMOPT_VAR_HPACCELERATION, // HP Regen RDMOPT_VAR_SPACCELERATION, // SP Regen RDMOPT_VAR_PLUSAVOIDSUCCESSVALUE, // Perfect Dodge RDMOPT_VAR_AVOIDSUCCESSVALUE, // Dodge RDMOPT_DEC_SP_CONSUMPTION,// Delay SP Cons RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET, // Damage to Neutral Element RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET, // Damage to Earth Element RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET, // Damage to Fire Element RDMOPT_DAMAGE_PROPERTY_WATER_TARGET, // Damage to Water Element RDMOPT_DAMAGE_PROPERTY_WIND_TARGET, // Damage to Wind Element RDMOPT_DAMAGE_PROPERTY_POISON_TARGET, // Damage to Poison Element RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET, // Damage to Holy Element RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET, // Damage to Dark Element RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET, // Damage to Ghost Element RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET, // Damage to Undead Element RDMOPT_HEAL_MODIFY_PERCENT, // Heal Power % RDMOPT_WEAPON_INDESTRUCTIBLE, // Weapon Instructible RDMOPT_DAMAGE_SIZE_PERFECT; // Size will be ignored // ToDo: // Recover 1000 of Damage lost from size penalties // - Values // Note: When MinV and MaxV are the same, rand() will not be used! setarray .RandOpt1_P_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,20,0,0; setarray .RandOpt1_P_MaxV[0],3,3,20,20,5,5,20,20,20,20,20,20,20,20,20,20,20,20,0,0; setarray .RandOpt1_M_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,20,0,0; setarray .RandOpt1_M_MaxV[0],3,3,20,20,5,5,20,20,20,20,20,20,20,20,20,20,20,20,0,0; setarray .RandOpt1_R_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,20,0,0; setarray .RandOpt1_R_MaxV[0],3,3,20,20,5,5,20,20,20,20,20,20,20,20,20,20,20,20,0,0; // ========= Random Option Slot 2 ========= // - Physical setarray .RandOpt2_P[0],RDMOPT_RACE_DAMAGE_NOTHING, // Damage to Neutral Race RDMOPT_RACE_DAMAGE_UNDEAD, // Damage to Undead Race RDMOPT_RACE_DAMAGE_ANIMAL, // Damage to Animal Race RDMOPT_RACE_DAMAGE_PLANT, // Damage to Plant Race RDMOPT_RACE_DAMAGE_INSECT, // Damage to Insect Race RDMOPT_RACE_DAMAGE_FISHS, // Damage to Fish Race RDMOPT_RACE_DAMAGE_DEVIL, // Damage to Demon Race RDMOPT_RACE_DAMAGE_HUMAN, // Damage to Human Race RDMOPT_RACE_DAMAGE_ANGEL, // Damage to Angel Race RDMOPT_RACE_DAMAGE_DRAGON, // Damage to Dragon Race RDMOPT_RACE_IGNORE_DEF_PERCENT_NOTHING, // Bypass DEF of Neutral Race RDMOPT_RACE_IGNORE_DEF_PERCENT_UNDEAD, // Bypass DEF of Undead Race RDMOPT_RACE_IGNORE_DEF_PERCENT_ANIMAL, // Bypass DEF of Animal Race RDMOPT_RACE_IGNORE_DEF_PERCENT_PLANT, // Bypass DEF of Plant Race RDMOPT_RACE_IGNORE_DEF_PERCENT_INSECT, // Bypass DEF of Insect Race RDMOPT_RACE_IGNORE_DEF_PERCENT_FISHS, // Bypass DEF of Fish Race RDMOPT_RACE_IGNORE_DEF_PERCENT_DEVIL, // Bypass DEF of Demon Race RDMOPT_RACE_IGNORE_DEF_PERCENT_HUMAN, // Bypass DEF of Human Race RDMOPT_RACE_IGNORE_DEF_PERCENT_ANGEL, // Bypass DEF of Angel Race RDMOPT_RACE_IGNORE_DEF_PERCENT_DRAGON, // Bypass DEF of Dragon Race RDMOPT_CLASS_DAMAGE_NORMAL_TARGET, // Bypass DEF of Normal Class Enemies RDMOPT_CLASS_DAMAGE_BOSS_TARGET; // Damage to Boss monsters // - Magical setarray .RandOpt2_M[0],RDMOPT_RACE_MDAMAGE_NOTHING,// Damage to Neutral Race RDMOPT_RACE_MDAMAGE_UNDEAD, // Damage to Undead Race RDMOPT_RACE_MDAMAGE_ANIMAL, // Damage to Animal Race RDMOPT_RACE_MDAMAGE_PLANT, // Damage to Plant Race RDMOPT_RACE_MDAMAGE_INSECT, // Damage to Insect Race RDMOPT_RACE_MDAMAGE_FISHS, // Damage to Fish Race RDMOPT_RACE_MDAMAGE_DEVIL, // Damage to Devil Race RDMOPT_RACE_MDAMAGE_HUMAN, // Damage to Human Race RDMOPT_RACE_MDAMAGE_ANGEL, // Damage to Angel Race RDMOPT_RACE_MDAMAGE_DRAGON, // Damage to Dragon Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_NOTHING, // Bypass MDEF of Neutral Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_UNDEAD, // Bypass MDEF of Undead Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_ANIMAL, // Bypass MDEF of Animal Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_PLANT, // Bypass MDEF of Plant Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_INSECT, // Bypass MDEF of Insect Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_FISHS, // Bypass MDEF of Fish Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_DEVIL, // Bypass MDEF of Demon Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_HUMAN, // Bypass MDEF of Human Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_ANGEL, // Bypass MDEF of Angel Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_DRAGON, // Bypass MDEF of Dragon Race RDMOPT_CLASS_MDAMAGE_NORMAL, // Bypass MDEF of Normal Class Enemies RDMOPT_CLASS_MDAMAGE_BOSS; // Damage to Boss monsters // - Ranged setarray .RandOpt2_R[0],RDMOPT_RACE_DAMAGE_NOTHING, // Damage to Neutral Race RDMOPT_RACE_DAMAGE_UNDEAD, // Damage to Undead Race RDMOPT_RACE_DAMAGE_ANIMAL, // Damage to Animal Race RDMOPT_RACE_DAMAGE_PLANT, // Damage to Plant Race RDMOPT_RACE_DAMAGE_INSECT, // Damage to Insect Race RDMOPT_RACE_DAMAGE_FISHS, // Damage to Fish Race RDMOPT_RACE_DAMAGE_DEVIL, // Damage to Demon Race RDMOPT_RACE_DAMAGE_HUMAN, // Damage to Human Race RDMOPT_RACE_DAMAGE_ANGEL, // Damage to Angel Race RDMOPT_RACE_DAMAGE_DRAGON, // Damage to Dragon Race RDMOPT_RACE_IGNORE_DEF_PERCENT_NOTHING, // Bypass DEF of Neutral Race RDMOPT_RACE_IGNORE_DEF_PERCENT_UNDEAD, // Bypass DEF of Undead Race RDMOPT_RACE_IGNORE_DEF_PERCENT_ANIMAL, // Bypass DEF of Animal Race RDMOPT_RACE_IGNORE_DEF_PERCENT_PLANT, // Bypass DEF of Plant Race RDMOPT_RACE_IGNORE_DEF_PERCENT_INSECT, // Bypass DEF of Insect Race RDMOPT_RACE_IGNORE_DEF_PERCENT_FISHS, // Bypass DEF of Fish Race RDMOPT_RACE_IGNORE_DEF_PERCENT_DEVIL, // Bypass DEF of Demon Race RDMOPT_RACE_IGNORE_DEF_PERCENT_HUMAN, // Bypass DEF of Human Race RDMOPT_RACE_IGNORE_DEF_PERCENT_ANGEL, // Bypass DEF of Angel Race RDMOPT_RACE_IGNORE_DEF_PERCENT_DRAGON, // Bypass DEF of Dragon Race RDMOPT_CLASS_DAMAGE_NORMAL_TARGET, // Bypass DEF of Normal Class Enemies RDMOPT_CLASS_DAMAGE_BOSS_TARGET; // Damage to Boss monsters // - Values // Note: When MinV and MaxV are the same, rand() will not be used! setarray .RandOpt2_P_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,16,20; setarray .RandOpt2_P_MaxV[0],20,20,20,20,20,20,20,20,20,20,30,30,30,30,30,30,30,30,30,30,25,20; setarray .RandOpt2_M_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,16,20; setarray .RandOpt2_M_MaxV[0],20,20,20,20,20,20,20,20,20,20,30,30,30,30,30,30,30,30,30,30,25,20; setarray .RandOpt2_R_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,16,20; setarray .RandOpt2_R_MaxV[0],20,20,20,20,20,20,20,20,20,20,30,30,30,30,30,30,30,30,30,30,25,20; // ========= Random Option Slot 3 ========= // - Physical setarray .RandOpt3_P[0],RDMOPT_VAR_STRAMOUNT, // STR RDMOPT_VAR_AGIAMOUNT, // AGI RDMOPT_VAR_VITAMOUNT, // VIT RDMOPT_VAR_INTAMOUNT, // INT RDMOPT_VAR_DEXAMOUNT, // DEX RDMOPT_VAR_LUKAMOUNT, // LUK RDMOPT_VAR_ATTPOWER, // ATK RDMOPT_VAR_CRITICALSUCCESSVALUE, // Crit Chance RDMOPT_DAMAGE_CRI_TARGET, // Crit Damage % RDMOPT_VAR_PLUSASPDPERCENT, // ASPD % RDMOPT_DEC_SPELL_CAST_TIME, // Variable Cast Time -% RDMOPT_DEC_SPELL_DELAY_TIME,// Cast Delay -% RDMOPT_DEC_SP_CONSUMPTION; // Skill SP Cost -% // - Magical setarray .RandOpt3_M[0],RDMOPT_VAR_STRAMOUNT, // STR RDMOPT_VAR_AGIAMOUNT, // AGI RDMOPT_VAR_VITAMOUNT, // VIT RDMOPT_VAR_INTAMOUNT, // INT RDMOPT_VAR_DEXAMOUNT, // DEX RDMOPT_VAR_LUKAMOUNT, // LUK RDMOPT_VAR_ATTMPOWER, // MATK RDMOPT_DEC_SPELL_CAST_TIME, // Variable Cast Time -% RDMOPT_DEC_SPELL_DELAY_TIME,// Cast Delay -% RDMOPT_DEC_SP_CONSUMPTION; // Skill SP Cost -% // - Ranged setarray .RandOpt3_R[0],RDMOPT_VAR_STRAMOUNT, // STR RDMOPT_VAR_AGIAMOUNT, // AGI RDMOPT_VAR_VITAMOUNT, // VIT RDMOPT_VAR_INTAMOUNT, // INT RDMOPT_VAR_DEXAMOUNT, // DEX RDMOPT_VAR_LUKAMOUNT, // LUK RDMOPT_VAR_ATTPOWER, // ATK RDMOPT_VAR_ATTMPOWER, // MATK RDMOPT_VAR_CRITICALSUCCESSVALUE, // Crit Chance RDMOPT_DAMAGE_CRI_TARGET, // Crit Damage % RDMOPT_VAR_PLUSASPDPERCENT, // ASPD % RDMOPT_DEC_SPELL_CAST_TIME, // Variable Cast Time -% RDMOPT_DEC_SPELL_DELAY_TIME,// Cast Delay -% RDMOPT_DEC_SP_CONSUMPTION, // Skill SP Cost -% RDMOPT_RANGE_ATTACK_DAMAGE_TARGET; // Ranged Damage +% // - Values // Note: When MinV and MaxV are the same, rand() will not be used! setarray .RandOpt3_P_MinV[0],1,1,1,1,1,1,4,10,1,1,1,1,1; setarray .RandOpt3_P_MaxV[0],10,10,10,10,10,10,25,19,20,5,5,5,5; setarray .RandOpt3_M_MinV[0],1,1,1,1,1,1,4,1,1,1; setarray .RandOpt3_M_MaxV[0],10,10,10,10,10,10,30,10,10,5; setarray .RandOpt3_R_MinV[0],1,1,1,1,1,1,4,4,10,1,1,1,5,5,1; setarray .RandOpt3_R_MaxV[0],10,10,10,10,10,10,25,20,19,20,5,20,20,5,8; end; } Thanks rathena, I learn a lot
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