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  1. [Guide] Adding custom Random Options Introduction: In this guide I will introduce you how to implement custom Random Options. I will use as an example the bonus "bAddEff". -------------------------------------------------------------------- - Server-Side - First of all we will add our custom option to item_randomopt_db (db\import\item_randomopt_db.txt) When opening this file will appear: // Items Random Option Database // // Structure of Database: // ID,{ Bonus Script } So we add this: RDMOPT_WEAPON_FREEZE,{ bonus2 bAddEff,Eff_Freeze,getrandomoptinfo(ROA_VALUE)*100; } In this case getrandomoptinfo(ROA_VALUE) is multiplied by 100, because 100 means 1% in bAddEff. Also, we need to add the constant, opening db\const.txt. Find: "//RDMOPT_ATTR_TOLERACE_ALL 193" And add below: RDMOPT_WEAPON_FREEZE 194 Server side is finished~ -------------------------------------------------------------------- - Client-Side - For display our custom options we must adding to enumvar.lub and addrandomoptionnametable.lub, located in (luafiles514\lua files\datainfo\) Editing enumvar.lub: Find: ATTR_TOLERACE_ALL = { 193, 10 }, And add: WEAPON_FREEZE = {194, 0}, *The first number must be same that added in const.txt* Editing addrandomoptionnametable.lub: Find: [EnumVAR.MDAMAGE_SIZE_LARGE_USER[1]] = "Magical resistance Large size monster +%d%%", And add: [EnumVAR.WEAPON_FREEZE[1]] = "Freeze an enemy when attacking +%d%%", %d% is equal to ROA_VALUE. -------------------------------------------------------------------- After completing all of the above your Random Option is ready to use. Remember that there is documentation of how to add random options to items and a sample npc. If you have doubts, write on the comments.
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  2. If some stats are too high it can be cause overload value then final result will start from 0 again. Try lower your item bonus script. Is there something like ASPD +100%?
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  3. //===== rAthena Script ======================================= //= Find the Mushroom //===== By: ================================================== //= Mysterious //===== Current Version: ===================================== //= 3.6a //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Find the Mushroom - random amount of Mushrooms spawns in random maps. //= Players need to find these mushrooms and kill them to gain prizes! //===== Additional Comments: ================================= //= 3.0 Fully Functional with Rewritten script. [Mysterious] //= 3.6a Slightly edited. [Euphy] //============================================================ prontera,142,228,6 script Find the Mushroom 1084,{ mes "[ Find The Mushroom ]"; if (.status == 1) { .@count = mobcount( .event_map$, strnpcinfo(0) + "::OnMobKilled" ); if (.@count > 0) { mes "There are " + .@count + " Mushrooms left in " + .event_map$ + "!"; mes "Find and kill the mushrooms to gain " + getitemname(.prize) + "!"; close; } .event_map$ = ""; .status = 0; mes "All the mushrooms are killed?"; } mes "There is no event at the moment!"; if (.status || getgmlevel() < .GM) close; mes "Start the event?"; next; if (select("- No:- Yes") == 1) close; donpcevent strnpcinfo(0) + "::OnMinute30"; mes "[ Find The Mushroom ]"; mes "Event started!"; close; OnInit: .prize = 30000; // Reward item ID .amount = 1; // Reward item amount .GM = 60; // GM level required to access NPC setarray .maps_list$[0],"izlude","geffen","morocc","prontera"; // Possible maps end; OnMinute30: // Start time (every hour) if (.status) end; if (agitcheck() || agitcheck2() || agitcheck3()) end; .status = 1; .@spawn = rand(1,50); // How many Mushrooms should spawn? .event_map$ = .maps_list$[ rand(getarraysize(.maps_list$)) ]; .@label$ = strnpcinfo(0) + "::OnMobKilled"; killmonster .event_map$, .@label$; monster .event_map$,0,0,"Please don't kill me!",1084,.@spawn, .@label$; announce "We will be having Find Mushroom Event!",0; sleep 5000; announce "Total of " + .@spawn + " Mushrooms have been spawned in " + .event_map$ + ".",0; sleep 2500; announce "Every Mushroom you kill will give you 1 " + getitemname(.prize) + " and 1 Activity Point.",0; sleep 2500; announce "Now lets do this! Goodluck!",0; initnpctimer; end; OnTimer1800000: // max 1800 seconds. OnEnd: .status = 0; .event_map$ = ""; killmonster .event_map$, strnpcinfo(0) + "::OnMobKilled"; announce "The Find the Mushroom Event has ended. All the Mushrooms have been killed.",0; end; OnMobKilled: dispbottom "You got 1 Activity Point for Killing the Mushroom"; set #ACTIVITYPOINTS, #ACTIVITYPOINTS += 1; if (playerattached() == 0) end; getitem .prize, .amount; .@spawn = mobcount( .event_map$, strnpcinfo(0) + "::OnMobKilled" ); if (.@spawn > 0) announce "[ " + strcharinfo(0) + " ] has killed a Mushroom. There are now " + .@spawn + " Mushroom(s) left.",bc_map; else { donpcevent strnpcinfo(0) + "::OnEnd"; } end; } try
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  4. it's not really a problem 1. Bard/Dancer most of their skills change range from around caster to the whole of caster's screen 2. from 1. that's the reason why effect removed actually it still have effect but it's using 3rd class aura effect which need newer diff client like 2019++ 3. from 2. rAthena still not support newer client at this moment Hope this's the answer you want to know
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  5. I have also been wondering why Dancer/Bard songs aren't showing skill effects. I'm looking through the commit to see if I can spot anything that might have caused it. @CyberDevil Are you able to confirm that the Dancer/Bard skills work again when you deploy the previous commit 850904a? @CyberDevil Ah, it seems like there is meant to be new skill animations for Bard/Dancer songs/dances; as a part of this update: https://www.divine-pride.net/forum/index.php?/topic/3453-kro-mass-skills-balance-1st-2nd-and-transcendent-classes-skills/ I'd imagine you can revert the changes by removing the #ifndef and #endif statements in skill.cpp. Plus add the units back into each song/dance in db/re/skill_db.yml
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  6. https://github.com/rathena/rathena/commit/caab654fbb3582f3cdc1d9b53884c13305b4b5bd
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