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Showing content with the highest reputation on 05/13/19 in all areas

  1. Yeah I'm okay with some higher level monsters if there aren't many but there are exceptions. The map where Myst appears is one example, it's pretty time consuming and annoying to get there and the level difference is just ridiculous (80 something vs 40 something). In general if it's hard to reach, far, and it's the only place to hunt that specific monster it's better without high levels in my opinion. Cramps are also very fast and similar to Taoru, if you aren't expecting one you can die before even using the Fly Wings. (Ironically Mimics seem to be lower level than the other monsters on the maps in most cases nowadays - that's kinda sad.) I think if a strong monster is desired, the "champion mobs" should be used for that purpose, if necessary, give them better stats. I rather die on the Myst map to a Furious Myst than a Cramp. Personally for me it felt that monsters have much less hit points and are generally easier to kill in Renewal, while they also don't do too much damage, at least on the lower (1-70) levels. I don't think I have seen the level affect my damage output, although it obviously affects hit rate because HIT and FLEE increases by 1 for each level - not entirely sure but I think that was the same in pre-renewal? Overall it's a bit hard to judge the damage because I played pre-renewal over 8 years ago, but it felt reasonable. You can still use an upgraded weapon with cards to do more damage, that's unchanged, but I was doing fine even with some very basic weapons. Like always, if missing is an issue, you can fix that by raising your DEX or using Mummy cards. Hitting targets works mostly the same in Renewal, that new nonlinear formula doesn't seem to exist anymore. Overall I think the monsters are fairly balanced on the lower levels, haven't made enough progress yet to fight the stronger level ones to have an opinion on those. Characters strong at soloing have no issue hunting high level monsters, for example a Hunter or Wizard can easily kill something 20-30 levels higher as long as the monster isn't ranged.
    1 point
  2. shop custom_seller21 -1,673:1000000 // Create our dummy shop. prontera,150,150,4 script [Máquina Cartas] 564,{ // This code runs when the user clicks our npc. mes "[^FF2400Cuidado^000000] Escolha um item!"; // Let the user know about our shop. callshop "custom_seller21",1; // Summon our dummy shop filled with custom items. npcshopattach "custom_seller21"; // Attach the shop to this npc. end; // This code runs when a user purchases an item from out shop. OnBuyItem: .@len = getarraysize(.customs); // Get the number of customs we're adding. .@b_len = getarraysize(@bought_nameid); // Get the number of purchased items. for( set @i, 0; @i < .@len; set @i, @i+1 ) { for( set @d,0; @d < .@b_len; set @d, @d+1 ) { if( @bought_nameid[@d] == .customs[@i] ) { // Check if the purchased item equals our custom item. if( countitem(.CoinID) >= .Price[@i] * @bought_quantity[@d] ) { // Check if the user has the correct funds. delitem .CoinID,.Price[@i]*@bought_quantity[@d]; getitem @bought_nameid[@d],@bought_quantity[@d]; } } } } deletearray @bought_quantity, getarraysize(@bought_quantity); // Remove the array. deletearray @bought_nameid, getarraysize(@bought_nameid); // Remove the array. close; // Npc walks every 10 sec OnTimer10000: .@x = .npc_x + rand( -10,10 ); .@y = .npc_y + rand( -10,10 ); npcwalkto .@x,.@y; setnpctimer 0; end; // This code runs first. When the server is started. OnInit: setarray .customs[0],4035,4060,4063; // An array of out custom items. set .CoinID,1226; // ID da Moeda em uso. setarray .Price[0],500,500,500; // The amount of coins needed for our items. (For example: Item 12103 = 20 coins) npcshopitem "custom_seller21",0,0; // Remove all items from our dummy shop. for( set .@i, 0; .customs[.@i]; set .@i, .@i+1 ) // Loop through our custom items. npcshopadditem "custom_seller10",.customs[.@i],.Price[.@i]; // Add our custom items to the cleared dummy shop. npcspeed 200; getmapxy( .npc_map$, .npc_x, .npc_y,1 ); initnpctimer; end; end; }
    1 point
  3. I would see a high monster variety as a good thing. And to some extend stronger monsters on the map can also be interesting (if there aren't more than say 5). Then it has these "Oh shit, there's a mimic over there" kind of moments. I agree that all the maps should be readded (and these could be used to give the remaining monsters their dominant map). And also to have easier monsters near towns.
    1 point
  4. Well, for me Pre-Renewal best times were when my guildies and I made parties and invited whoever wanted to join, and we'd go to Juperos or Abbey (that is, to places where you could go along others, even casually at times, without necessarily being the most pro group of players or heavily equipped) and we didn't care much about the items or not, just about having fun x3 Although Abbey was one of the best and most entertining places to level up, specially since one of my favourite jobs was High Priest. I think in Renewal this is kind of lost, and people focus more on the places that give either the best items or the best experience. Therefore, I think it'd be great if other areas became a bit more difficult so it poses a challenge for the 3rd jobs, had their drops improved or were expanded upon, instead of simply focusing on going exclusively to the newest area, such as in Renewal (This is one reason that one of my personal map projects is about expanding certain dungeons, but that still won't be finished in a while ^^;). What I love about Renewal though, that I wish we had in Pre-Renewal, is the possibility to continue making your character grow, to be able to use more skills and have new jobs. Some of the new job sprites (specially the jRO ones, not so much some of the kRO ones) look REALLY GREAT as well and there are so many more things to do, collect or wear implemented that it's also a good experience for when you're a bit bored of reaching the end of the game in the classic RO.
    1 point
  5. Version 1.0.0

    1411 downloads

    SKIN; STATUS SERVER; RSS FEED; PSD; GUIDE RSSFEED Webfiles\status\inc\rssConfig.php 'news' => 'http://g1.globo.com/dynamo/carros/rss2.xml', 'event' => 'http://g1.globo.com/dynamo/ciencia-e-saude/rss2.xml', 'update' => 'http://g1.globo.com/dynamo/concursos-e-emprego/rss2.xml', STATUS SERVER Webfiles\status\status.php $status = new ServerStatus( "LOCALHOST", "LOCALHOST", "USERNAME", "PASSWORD", "DATABASE" ); Do not remove the credits, thank you. Please do not sell this product. Design Elfin
    Free
    1 point
  6. Version 1.2.0

    3185 downloads

    ALL equipment drop by monster has chance of getting Random-Option. Like MU online every item you found have some (random) option .. now in rathena. ///////////// News update 28/04/2107 due to #2065 one of the requirement was merged in to rathena master so we no longer need any source modification for those who using latest release. ///////////////// UPDATE V.1.0 - 3 random option in each item. V.1.1 - has chance of getting 0-3 option in stead of fixed 3option. V.1.2 - drop chance is lower according to option quantity. Now 3option is rare (not yet applied to weapon). - Fixed error message. pre-re user still getting error message refer to Invalid monster ID. but random-drop-system work fine with this error. get in touch with next update. ///////// Requirement (for athena before bf2461f 28/04/2107) Initial release item random option for monster drop #2065 //////////////// Installation replace the following files. db/re(pre-re)/item_randomopt_group.txt db/re(pre-re)/mob_drop.txt make sure your /db/re(pre-re)/item_randomopt_db.txt is 201 lines (200 sloc) 16.7 KB. add following 6 line at the end of /db/const.txt RDMOPTG_WEP 1 RDMOPTG_EQARM 2 RDMOPTG_EQSH 3 RDMOPTG_EQGAR 4 RDMOPTG_EQFOOT 5 RDMOPTG_EQACC 6 ////////////////// Option Description (DEFAULT) /////////// Drop rate (DEFAULT) same rate as you can see in db/re/item_db.txt customize your droprate by editing db/re(pre-re)/mob_drop.txt ///////// Feel free to PM me
    Free
    1 point
  7. That only blocks Assumptio on GvG maps (they can still cast it in town, then enter the WoE castle). Instead, you could use a script to remove SC_ASSUMPTIO when they enter guild castles: - script remove_assumptio -1,{ OnPCLoadMapEvent: if (getmapflag(strcharinfo(3),mf_gvg)) sc_end SC_ASSUMPTIO; end; } aldeg_cas01 mapflag loadevent aldeg_cas02 mapflag loadevent aldeg_cas03 mapflag loadevent aldeg_cas04 mapflag loadevent aldeg_cas05 mapflag loadevent gefg_cas01 mapflag loadevent gefg_cas02 mapflag loadevent gefg_cas03 mapflag loadevent gefg_cas04 mapflag loadevent gefg_cas05 mapflag loadevent payg_cas01 mapflag loadevent payg_cas02 mapflag loadevent payg_cas03 mapflag loadevent payg_cas04 mapflag loadevent payg_cas05 mapflag loadevent prtg_cas01 mapflag loadevent prtg_cas02 mapflag loadevent prtg_cas03 mapflag loadevent prtg_cas04 mapflag loadevent prtg_cas05 mapflag loadevent nguild_alde mapflag loadevent nguild_gef mapflag loadevent nguild_pay mapflag loadevent nguild_prt mapflag loadevent schg_cas01 mapflag loadevent schg_cas02 mapflag loadevent schg_cas03 mapflag loadevent schg_cas04 mapflag loadevent schg_cas05 mapflag loadevent arug_cas01 mapflag loadevent arug_cas02 mapflag loadevent arug_cas03 mapflag loadevent arug_cas04 mapflag loadevent arug_cas05 mapflag loadevent
    1 point
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