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Showing content with the highest reputation on 04/04/17 in Posts

  1. View File Third Job Costumes & New Classes: Corrected Third Job Costumes + New Classes The Correction With the advent of jRO releasing new Job Costumes, and also, the new classes from the Taekwon branch, many of server owners want to replace the vanilla sprites or even, implement the bodystyle system. But, there's a catch! Originally jRO, and now, even kRO spriters, have made it completely off of the default pattern of palette. In a classic example, you can notice the pattern of the RO palettes. What matters is the position of the colours, as an example, for all jobs, the white-ish tones will be always on the same row, so we can use it to create custom palettes. See how it works: But jRO didn't follow the classic pattern, making it incompatible with custom palettes (@Kamishi ones included). So, I edited frame by frame of each job sprite, of each gender, mounted or not, correcting them, converting them in a way so many of the previously created palettes will work. This package includes: Alternate Outfits: Alternate Royal Guard M/F + Gryffon Battlemount + Lion Mount Alternate Ranger M/F + Warg Battlemount + Ostrich Mount Alternate Minstrel/Wanderer + Ostrich Mount Alternate ArchBishop M/F + Alpaca Mount Alternate Warlock M/F + Fox Mount Alternate Mechanic M/F + Savage Mount Alternate Genetic M/F + Savage Mount Alternate Guillotine Cross M/F + Hyena Mount Alternate Shadow Chaser M/F + Hyena Mount Alternate Sorcerer M/F + Fox Mount Alternate Sura M/F + Alpaca Mount Alternate Rune Knight M/F + Dragon Battlemount + Lion Mount New Classes Star Emperor M/F + Wolf Mount Soul Reaper M/F + Wolf Mount As requested by @Emistry, I also added an extra, making it more compatible to default palettes: Kagerou/Oboro + Frog Mount Following the another @Emistry's request, all files are now already on GRFs. The previous version had no Cashmount palette included, this one fixes the issue. Only the already released costumes are supported at this moment. The Rune Knight seems to be the last of them, it's over a year from the first release! As a final part of the package, I'm including Classic Palettes for all Alternate Costumes. Enjoy the final product! Submitter Haziel Submitted 02/24/2016 Category Job Sprites Content Author Gravity Corp  
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  2. Super Stylist (Dress Room Required) View File This' my very first work if any bug contact me and i'll try to fix Submitter kanashiroakira Submitted 01/18/2017 Category Utilities Content Author  
    1 point
  3. @vijay30393 run opensetup by double-clicking without any compatibility settings enabled, then press SHIFT and click [Cancel]. Then paste the contents of the opensetup(.log) (a text file) here.
    1 point
  4. in mob_db.txt i put 0 to there card drop rate... but when i @mi ingame card drop in the monster id is 0.01% i want it to make 1.00% for the specific mob what will i edit - script CustomDropRates -1,{ OnInit: setarray $@MobOkay_ID[0],1651,1649,1650,1647,1646,1648; //Replace XXXX with the ID's of the monsters you want to be affected by this script. Add more as necessariy. *Note only supports 128 different monsters* set $@MaxDropChance,10;end; OnNPCKillEvent: for(set @i,0; @i<getarraysize($@MobOkay_ID); set @i,@i+1) {if (killedrid==$@MobOkay_ID[@i]) {callfunc "DropItemRate";}} end; } function script DropItemRate { set @i,0; set @dropID,0; deletearray $@MobDrop_item[0],128; getmobdrops(killedrid); goto iDropItemLoop; iDropItemLoop: set @i,rand(1,$@MaxDropChance); if (@dropID == $@MobDrop_count){dispbottom "Success"; end;} if (@i==1 && $@MobDrop_rate[@dropID]<=1) {getitem $@MobDrop_item[@dropID],1; set @dropID,@dropID+1; goto iDropItemLoop;} if (@i<=$@MaxDropChance){set @dropID,@dropID+1; goto iDropItemLoop;} end; }
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  5. Your minimal drop rate is define in conf/battle/drops.conf item_drop_card_min: 1 In mob_db.txt, if you let DropCardid and put DropCardper = 0 then the card drop rate is 0.01% 'coz your configuration define the card drop rate to 0.01% minimum. Also your script doesn't change the drop rate, it's additional. You would have real drop rate (0.01%) and drop rate define by your script (1%). In your script, you must edit set $@MaxDropChance,10; If set $@MaxDropChance,10;, you would have (1/10) % chance to drop item. set $@MaxDropChance,100; --> (1/100) %
    1 point
  6. since you post at script release section...i assume you looking for a script to make a custom rate.. then you can try it in this way..... remove the Card from the Monster in the mob_db.txt then load this script [ Pastebin ] Custom Item Rate you can add as many as you want.. but do not add more than hundred i think there is still a limit.. // CustomRateCard( <MobID>,<CardID>,<Rate> ); // Rate : 1 = 0.01% / 1000 = 10% / 10000 = 100% Item Drop Rate wont be shown using @mi since the database has been edited..and @mi only read from the mob_db.txt and please do let me know if you found the limit.... Re-Edit : Update Announce Problem
    1 point
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