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  1. SQL thing is not what you want, you are in right direction, with referencing function of mob_add_spotted or pc_damage_log_add, then if you want to remember the log you need to store it on db sql or beware the mob will be wiped out from memory later on after the mob dead. there is some way to achieve what you want since you want to learn your self, I wouldn't throw some code here, but here some note you may search on search engine to achieve what you want - vector with struct. - vector with map (better unordered map I think) oh also dmglog member of mob data is wiped for mvp upon dead if( md->get_bosstype() == BOSSTYPE_MVP ) pc_damage_log_clear(tmpsd[i],md->bl.id); you need to create your own new member of struct mob data. my suggestion is create flag for the mob you want to its damage to be logged, then do some regulated rules, like if the player has gone from map or etc2, it will 2 side check, first the mob it self and the player, same with dmglog of currect code, which can you use for reference.
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  2. I have create a tutorial but its in Malay language, but I think easier for you to understand. Its actually on your GRF data folder.
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  3. Oh good thinking, I can't believe I didn't search for individual ProduceIDs. I was just obsessively scanning through everything else~ A grep for 12118 returned: rathena/db/pre-re/item_db_etc.yml: bonus2 bAddMonsterDropItem,12118,50; rathena/db/pre-re/item_db_usable.yml: - Id: 12118 rathena/db/pre-re/item_db_usable.yml: getitem 12118,1; rathena/db/pre-re/produce_db.txt:133,12118,22,228,1,7434,0,1012,2,716,1,1093,1 rathena/db/pre-re/quest_db.yml: - Id: 12118 rathena/db/re/item_db_etc.yml: bonus2 bAddMonsterDropItem,12118,50; rathena/db/re/item_db_etc.yml: - Id: 312118 rathena/db/re/item_db_usable.yml: - Id: 12118 rathena/db/re/item_db_usable.yml: getitem 12118,1; rathena/db/re/item_db_usable.yml: getitem 12118,3; rathena/db/re/produce_db.txt:133,12118,22,228,1,7434,0,1012,2,716,1,1093,1 Along with some quests and merchants that are obviously unrelated. So no duplication server-side. Must be client-side. Double checked all the LUA files, they're clean and good, but that led me to revisiting the data/*.txt files. I went through every single file line by line and found this *DA NA NA NAAA*: data/metalprocessitemlist.txt 332 ~ 367 12118# 2 Frills 1 Red Gemstone # 12119# 3 Hearts of Mermaid 1 Blue Gemstone # 12120# 2 Large Jellopies 1 Yellow Gemstone # 12121# 3 Moth Dust 1 Blue Gemstone # 12118# 2 Frills 1 Red Gemstone 1 Empty Potion Bottle # 12119# 3 Hearts of Mermaid 1 Blue Gemstone 1 Empty Potion Bottle # 12120# 2 Large Jellopies 1 Yellow Gemstone 1 Empty Potion Bottle # 12121# 3 Powders of Butterfly 1 Blue Gemstone 1 Empty Potion Bottle # There it is! The source of the duplication. Tucked away in a file named something completely unrelated to potions or pharmacy. Really handy to locate this, as I believe it's also the reason why Novice Crafting/Combination Kit isn't properly linked up, the recipes are missing in this file. Also opens the door for customizing Pharmacy and other production skill/item recipes. Thank you, fellow Ryn, for guiding me down the right path towards a solution, much appreciate~
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  4. Because there's a unique id for every rental item to know when it will expire. So bound is your only way to prevent that
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  5. Check if the ProduceID isn't duplicated like in db/import or on sql. Other Idea is to replace ur Lua files. Maybe there is a issue. Rynbef~
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  6. Hello my friend, I was trying to fix it and did some modifies. For now it works but I think is not optimized because looking previous scripts of roulette (working as the people say), those are very small compared to this so if someone can help us to optimize it should be good. Also I try to do it as I think it should be like but there is something that for now I don't know how to solve that is the possibility to choose which coin you want spend. At this moment this is spend from bronze to silver and also don't has the restriction to advance stage for stage, instead if you don't have bronze coins but silver coins, the roulette start in the stage associated to silver coin, obivously this can be changed in the way that you must advance in order (bronze->silver->gold (all of this if you have the success for every stage to advance)). In my opinion I would like to choose which coin I would to spend but I'm working on it. EDIT: I detect a issue, when I have silver coins but no bronze and gold, this stuck in a stage but I'm gonna continue tomorrow. I hope this help us for people that can help 8). EDIT2: I think is because when spin, it want to continue but the condition to advance is not completed because no gold coins and the stage continues the sum in sd->roulette.stage++; EDIT3: How I expected, the solution was more easy and already solved it yesterday in the repository of rAthena. Anyway, in my case, I would like to choose which coin I want to use in the roulette so gonna try to do it
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