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Showing content with the highest reputation on 05/08/19 in all areas

  1. nope, my script not use < "+strcharinfo(0)+" > and it's working identification.txt But this only for identification, to get free identification must doing quest.
    2 points
  2. This is my first map, so be honest. ^o^
    1 point
  3. use < "+strcharinfo(0)+" > in command ? atcommand "@repairall "+strcharinfo(0)+"'"; atcommand "@identifyall "+strcharinfo(0)+"'"; if you do not use, you can from the error in some situations.
    1 point
  4. I hope this helps. disable_items; set .@Price, 3000; mes "[Equip Assistant]"; mes "Hello, do you need your help with your equipment?"; switch(select("Repair Equipment","Identify Equipment")){ case 1: if (Zeny < .@Price) { dispbottom "It costs "+.@Price+" Zeny to repair your items."; end; }else { if( getbrokenid(1) ){ repairall; set Zeny, Zeny- .@Price; dispbottom "Your items have been repaired."; } else { message strcharinfo(0),"No broken items detected."; end; } } break; case 2: getinventorylist; for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) { if (@inventorylist_identify[.@i]) continue; if (Zeny < .@Price) { dispbottom "It costs "+.@Price+" zeny to identify an item."; }else { setarray .@Total[0], .@Total[0]+1, .@Total[1]+.@Price; } } if (!.@Total[0]) { message strcharinfo(0),"No items where identified."; end; } else { set Zeny, Zeny-.@Price; specialeffect2 154; atcommand "@identifyall"; message strcharinfo(0),"Identified "+.@Total[0]+" items"+((.@Total[1])?" for "+.@Total[1]+" Zeny":"")+"."; end; } break; }
    1 point
  5. Actually monster spell potential is okay in renewal, but up until late 2018 the database had incorrect MATK stats for the monsters so they couldn't deal much damage. It wasn't the fault of Renewal, it was RAthena's. Then there were those bugs in stat recalculation which also affected monsters, in fact some still exist, my pull request for one of those is still in limbo after months. It's kinda shocking how serious bugs in basic PVM gameplay in this emulator are not prioritized. Of course the generic "less monster attack" in renewal applies to magic just like physical attacks, but magic doing a fraction of physical damage was the result of bugs. At first monsters having lower attack worried me but so far (my highest level character is 94) it worked well. Simply put those extra high attack monsters in pre-re were not reasonable. They should have been higher level content but 3rd jobs were not ready yet to have those levels in the game. Very skilled parties could still defeat them (or not, if we killed more than 10 normal mobs in our LH3 parties that was good) but I can't say it was reasonable. It felt like going into a level 150 dungeon with a 99 character. You can still do the same thing except now those monsters are correctly labeled level 150. Ranged classes and immobile monsters was always a thing, I leveled my wizards on geographers like everyone else. From Mage level 30 until high wizard 99, and Geographer was a level 60 or something monster so my point is, while it's an issue, it's nothing new. However Renewal monster EXP amounts don't raise as sharply. Too much level difference means killing the monster will take too long (due to hp and vit defense) and killing multiple lower level monsters is more effective, even with the bonus. I could still go and kill geographers but it's not worth it. (okay I admit I haven't tested. But I would be surprised if I got faster exp from them on a low level mage than from fire bolting poporings or fireballing skeletons.) To play it safe, reducing the base exp value of immobile monsters might be a good idea. It's not like they are difficult to kill so lower exp is fair. (unless someone with a melee class tries to kill them but that's his problem. You must be mad to level your swordsmen on geographers. )
    1 point
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