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Showing content with the highest reputation on 05/12/22 in all areas

  1. Hi everybody, The latest version is under review from rAthena mod. This is the changelog: 1.0.5 Updates: - Fix sometimes cursor wasn't attacking enemies - Fix battleground flag above players - Improvement guild emblem - Rotation system every hour - Happy hours changed - GM command @startbg to launch a BG - @joinbg which teleport directly in the current running battleground Compatible version: rAthena 2022 Older versions are compatible with: rAthena 2020~2021
    2 points
  2. Hello all, 'been working with this for some time now. I guess it's time to showcase my @slaveclone mod aka SC. Big thanks to developers!; I just followed their structure & flow -with some additional edits here and there. I apologize for violating the rule. (text to be updated) Preview: Main Use: By using item to call the function Pre-configure SC from battle_config and box of Hotkeys Let the AI run (mob.cpp) Tested Okay so far (on low rate, and 1/2 stored exp gained from 1 mob, per Slaveclone) : Ninja < Lv 90 SM -> Crusader AC -> Hunter & Bard TF -> Assassin & Rogue MC -> Alchemist AL -> Priest & Monk MG -> WIzard & Sage Gunslinger < Lv 60 Summoner < Lv 60 Heckyeah : Killed 1 Phreeoni, 1 Maya Some in-game configuration: battle_conf preview : //slaveclone sceasymode: no //some adjustment such as slaveclone cast can be cancelled if (no) sceasymode. Future: consuming ammo & sync-in with the source account timelimitsc: 1200000 //some adjustment such as slaveclone cast can be cancelled if (no) sceasymode. Future: consuming ammo from its clone-source when (yes) //atc_slave_clone_limit: 50 //max number of active slaveclone being summoned (default 25) //unused more_exp_rate: no //yes = monster level * actual exp prepared more_exp_rate_f: 4 //the bigger the number, the smaller more_exp_rate(yes) affects. 4 is just okay for more_exp_rate(yes) hyperactivesc: yes //hyperactive slaveclone skill call sclonepartyexpdist: yes //unused. party-share exp. IDK, too small exp?. Used: just normal exp retrieval, but parallel for all active char cur_mstat: 10 //stat modifier. 10 means no change. Somehow slaveclone is weaker than the original when 10. IDK. //finally I can avoid to use this!! scskillbyhotkeys: yes //sorting slaveclone stock of skills by active hotkeys. (No) means doing default sorting (all available skills for current char) randskill: yes //(yes) randomizes the decision to choose hotkey index; while (no) repeat the cycle to sort the decision from hotkey index 0 to MAX_HOTKEYS mvp_raid_mode: no //to increase slaveclone attack skill's permillage mvp_raid_mode_m: 3 //some modifier for mvp_raid_mode. I forgot what this number means lol sorry devotion_level_difference: 100 //actually 10 is default retaliate_to_master: no //(No): so that slaveclone fights on its own sake. (but giving EXP to master hahaha) clone_skill_rate: 100 //self explanatory slaveclonepet: yes //yaaay pet is available now. Elemental too. Homun too. Mercenary is not (bcs max level is just 99 so meh). CORRECTION: pet_id is messedup. Fallbakc to No cur_attprob: 60 //only for dev mode //a for attackProbability (attProb) // 100 means always melee attacking // i guess this is not absolute, since even with 100, mobskill_use still is called on some other events. So ya, just normal. // the reason why only lists to the second jobs, because player is assigned its job through the progression, and I assume that style of play between second and third job player is almost the same. // example, Arch Bishop is recognized as novice, acolyte, and priest. // this codes are used when filtering whether a char should melee attacking or should cast skill nv_a: 100 //novice snv_a: 65 //super novice al_a: 50 //acolyte pr_a: 30 //priest ab_a: 30 mo_a: 85 //monk sr_a: 85 . . . .and other jobs //these ones determine combat style. omg i need JSON nv_cc: 1 //novice snv_cc: 1 //super novice al_cc: 1 //acolyte pr_cc: 1 //priest ab_cc: 0 mo_cc: 0 //monk sr_cc: 1 . . . .and other jobs Purpose: Well, to make solo grinding more fun & not lonely. In NOT easymode, I wish to forbid other client to slaveclone each other, although it also fun in a limited number of players. Deliberate changes: Removed restrictions of AL_WARP so you can warp to anywhere Some musical skills's unit edits on the *.yml Activated pet's skills on *.yml Auto-Triggerred skills: SA_CASTCANCEL is prepared/pre-triggered anytime for Sage SC's AM_CALLHOMUN will trigger player's AM_REST, just so you can differ which homun is whose SC's GS_GLITTERING is triggered by mob_dead( ) etc Some Features: "Partner Flute" item, as the gate to access the script to call the modified mob_clone_spawn SP for SC. Did you see the blinking mob (SC) HP down there? Yup, that's SP. I dont know how to use homun's HP SP bar for md / mob. Skills are working hehehe (havent tested passed the Rebirth level) Other extensive @atcommand to control the owned slaveclones Pet, Homun. And trigger to homun's skills, and their attack A single client window opened is enough Stored EXP & Zeny from mob; and Char get its retrieval by logging in (Visual) Merchant's cart, Spirit/Mind Bullet, Spirit Marble, Falcon Battle differentiation on peculiar use of weapon by certain Job. For example, when Hunter equipped with bow it runs offensive (chasing target, etc), but when equipped with not a bow, they run defensive (stay close to main player) and using close-ranged traps Item amount emulated by the clone itself, so it fails to use MG_STONECURSE when 1 Red Gemstone had been used already Changing SC's equipment via atcommand. Example use: when MVP is suddenly changed to be a mob w/ ghost property Applying usage of item to SC (so far ASDP potions) Certain (most) skills are triggered by more specific situations (SM_MAGNUM when SC is surrounded by enemies, AL_BLESSING when noticing MG_STONECURSE-ed teammates, etc) Disdvantages: I understood Ragnarok is designed to be played mainly solo. So this kind of use of slaveclone, perhaps, beat the purpose. However, I thought it would be fun if we imitate speedrun format, in which player should kill 1 Phreeoni as fast as they can, from scratch. Well, since main AI is made by rAthena folks, the way I modify how slaveclone's AI run is probaby not satisfying all type of battle styles. I think with only 1 client, it's not so efficient to move back and forth between Char Kinda mess the screen as I can't even see where my main Char is when all 15 chars are active HEAP Corruption usually appear when using the Partner Flute too fast as soon as we logged in (Windows 8.1). Ignore it. No battle_status applied to MOB, so its attack is slightly lower than original player Main Edits: mob.cpp skill.cpp unit.cpp battle.cpp status.cpp script.cpp pet.cpp, elemental.cpp, homunculus.cpp, intif.cpp pc.cpp clif.cpp atcommand.inc battle_conf.txt, item_db.txt, groups.conf, pet_db.yml, skill_db.yml, abra_db.yml OnPCLoginEvent script Still stuck & confusing: To completely imitate / copy main player (sd)'s inventory, then make the slaveclone independently use them. Perhaps to also sync the amount when re-login. With that said, use of inventory by slaveclone is still impossible, as well as changing equipment of the slaveclone. Dangit, inventory! Now I think I can handle md->inventory hehe Customized movement when battling MVP. Imagine SC can move like in Space Invader, adapting MVP's movement, setting traps at the right time, etc I wish all mobs in MOB_DB had been filled its proper MP value so that Hunter's SP Trap can work on regular mob too Refactor all of my edits into few separated cpp files Other cool way around: Recently I saw another project which has similar purpose of using AI on char. It's also a cool one! :
    1 point
  3. Hi. Is there any way that a monster can only be seen and attacked by a single user? Basically it is exclusive for him. I want to make a quest that you have to kill a mob, but that no other player can kill it without needing to restrict entry to the map. Thank you.
    1 point
  4. The error you received, "Server received crash signal! Attempting to save all online characters!", is a generic error that means absolutely nothing besides "your server crashed". You will always get this same error. You most likely have two unrelated crashes there. As cook1e said above, you want to run your server with gdb (there is a link provided in his post that explains how to use it). Gdb is a debugging tool that will give you a stack trace. You will get the crash reason, followed by the line in your source code that crashed the server, followed by the functions that called your code step by step. To print the stack trace, you will want to use "bt full" after the crash. You should also always run your server with gdb as you can't predict when a crash will happen. Once you have the stack trace, you can share it here and people can tell you how to fix your code. Or they'll ask you to provide the code surrouding the crash. Or, if the error is obvious, you might be able to fix it yourself. But either way, we can't help you without a gdb stack trace. Goodluck!
    1 point
  5. Version v1.0.0.600

    7983 downloads

    Easy to use & feature packed NPC Script Editor for RO emulator(s). Has a built in plug-in system, so anyone can write their own plugin to extend this editor's feature. Now optimized for performance and support NPC Script Parsing / Syntax / Error checking (F6) right in the editor to speed up your coding.
    Free
    1 point
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