With r15885 rAthena has completed the development of 3.x classes, should you step by any bugs please do report: http://rathena.org/board/tracker/ so we may get it fixed right away.
Thank you for your time.
Guardian Hunter (warning: bad english)
This is a small minigame I made where you can play forever until you die or relog.
SQL TOP 10 List included. The goal is to stay alive as long as you can. Every round
one guardian more will be spawned where it gets harder and harder. For each kill
you get a amount of zeny. You can set the maps, monster ids and the amount of zeny.
The script is dynamic + spawns the monster ids randomly but with the correct amount for each round.
Have Fun with it
Files
guardian_hunter_1.0.0.txt
guardian_hunter_1.0.1.txt
guardian_hunter_1.1.1.txt
guardian_hunter_1.1.2.txt
Changelogs
1.0.0 Release
1.0.1 Fixed first monster spawn
1.1.1 Added '@currentroom$' into monsterspawn to prevent spawning mobs outside guardian rooms after fast relog
1.1.1 Added 'x Guardians left' notification after every kill
1.1.1 Changed '(0/1)' & '(1/1)' into '(Free)' & '(Full)'
1.1.2 Added autowarp after death
Features
Configurable maps, monster ids, zeny reward
Everything is dynamic
SQL TOP 10 List
How can you help me ?
Give me feedback
Report bugs
Tell me if you like it
tr0n
Summary
I would like to propose a modification to the job change system that deals with cases that are not supposed to happen in regular gameplay. By using @job, or just a haphazard jobchange npc, it is possible to create characters that never went through the right job order, and thus lack skill points/cannot skill certain skills/exhibit other flaws especially revolving around the NV_BASIC skill. My modification would force the code to go back to novice and walk the job tree all the way, and provide the right amount of skill points along with a skill reset. In essence, it is supposed to give GMs cleaner scenarios when testing jobs.
Motivation
There is a large number of would-be bugs and generally random/undesirable effects in the current system (see this bug) that this change would address. In light of r15625, where I removed a couple of clumsy workarounds in the source that sort of dealt with the issues(but really only masked them), The fact that I need to use @skpoint to fix such characters is also something that has been personally bugging me since the first time I ever used @job on *Athena. I want to commit this more than anything. However, since it is a rather substantial modification, I thought I would run it by everyone before committing the changeset. Are there any objections or concerns on your side? Anything I may have missed?
Proposed Solution
This diff also includes a couple of related fixes to what I can only believe to be oversights on the authors. I should probably commit those regardless of what we decide on this issue. Testing is still ongoing on my end as well.
pc_jc.patch
As posted on eA.
Freshly made website designs.
All names used are fiction. Any resemblance to another
server is merely coincidence and unintended.
PM me for information.
(1) DoodleRO
(2) JuiceRO
(3) CherryRO
(4) DiorRO
(5) SyndromeRO
(8) KraashRO
(9) NumbRO
(10) AmberRO
(11) StrikeRO
new:
(12) Va Va VoomRO - credits to KeyWorld
Script: Wolfchev's Laboratory (Memorial Dungeon) Somatology Laboratory F4
Ver: 1.3
Idioma: Castellano (Spanish "Spain")
Scripter: Ziu
Cuando terminas con un MVP dentro de la instance y hablas de nuevo con wolfchev este te da una recompensa aleatoria, debido a la falta de información de dicha recompensa esa parte no la he podido completar y para evitar errores no la he añadido al script.
Recordar que necesitas la quest de acceso a la instance:
*** Somatology Laboratory B4 Quest, Quest Para Acceder Al Memorial.
wolfchev.txt
i think you should make a cash coin better, because player can trade or deal and don't worry about NPC Script when have bug to pump a cash point
this is a simple item_db + item script
29000,cash_coin,Cash Coin,0,10,,1,,,,,0xFFFFFFFF,7,2,,,,,,{ set #CASHPOINTS, #CASHPOINTS + 1; dispbottom "You gained 1 Cash Point."; },{},{}
Spanish forums but I'll answer in English..
When create script @ kRO used rafllesia mob. now change rafflesia -> octopus tentacle.....
Por supuesto solo recuerda poner los creditos correspondientes... si se pública en los foros de rAthena es para compartirlo con la comunidad.... no tienes que pedir permiso. .
Es más tengo yo que sentirme halagado que querais usar mis scripts....
Sure, here are the answers
1. Yeah, the file you download comes with two scripts, under "Server Side/npc/" you can find both "refine.txt" and "highrefine.txt".
the "refine.txt" only happens to refine stuff up to +10, and the "highrefine.txt" only refines stuff past +10 till +20.
All you gotta do is implement the "refine.txt" and forget the "highrefine.txt"
2. I have changed the first post in this topic, you can take a look at it, I will explain better how to change the safe refine rate.
3. Success chance is taken from your "server folder/db/refine_db.txt" file, meaning you can change the respective success
rates in that file. just look for the 'db' folder in your server folder, then the 'refine_db.txt' file.
You can also do stuff "once when a character logs in the first time" without using a permanent char variable:
http://www.eathena.ws/board/index.php?act=findpost&pid=1464313
There are ways to get it fixed.
1. Rediff your RO the one you are using if you dont know what was the .exe you are using then open up a task manager and see in the process which exe is it and thats it. Diff it with Read Plain Text Description. If you dont know how to diff, check the forum about WeeDiffGen.
2. Change language type to either 1 or 7 or any other than 0.
3. use RagTXTPR
best option is definitely 1.