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namerpus18

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Everything posted by namerpus18

  1. Hi ive been looking for something like this, I wonder if it's possible that all players that dealt certain damage to the MVP get chance to get item reward? Thank you so much
  2. Hi everyone, Can anyone help me modify this so before 5mins it will broadcast also the mvp will respawn to its map. Thank you so much. source: https://rathena.org/board/topic/132835-mvp-respawn-broadcaster-fix-some-console-warnings/ if( md->spawn->state.boss ) { char message[128]; sprintf(message, "[MVP Spawn]: %s has been spawned on %s map.", md->name, map_mapid2mapname(md->spawn->m)); clif_broadcast(&md->bl, message, (int)strlen(message) + 1, BC_DEFAULT, ALL_CLIENT); }
  3. May nakita ako sa conf/battle/monster.txt di ko lang sure ito, // Should mobs not spawn within the viewing range of players? // 0 is disabled, otherwise it is the number of retries before giving up // and spawning the mob within player-view anyway, unless the max (100) is used, // in which case the mob will not be spawned, and it'll be retried again in // 5 seconds. // NOTE: This has no effect on mobs that always spawn on the very same cell // (like ant eggs) except if you set it to the max. no_spawn_on_player: 0
  4. Hi everyone, I wonder if where can I edit and make kafra storage to have weight limit? Thank you so much
  5. Hello everyone, Is there a way I can make the @slaveclone an exact copy of the original character it copies? Like the same stats and buffs that the character has from the time it was copied? The @slave is quite good but it behaves weird to me. And I want the slave to stay in the char position so @slaveclone I think is what I need. Thank you so much,
  6. Good day everyone, Anyone can give me something to start off to make this script that gives rewards to all players that inflict certain damage to the MVP of MINI? To my current knowledge, I have no idea what holds the info regarding the total damage inflicted by a player to the monster/MVP/MINI. Thank you so much,
  7. Hello po, Paano po i enable yung time respawn sa MVP tomb? yung defaulut kasi wala nakalagay. Tinignan ko sa source is yung respawn timer = invalid timer kaya siguro wala. And kung pede sana NPC na parang time keeper na makikita kung buhay yung mvp and kung slayed sya nakalagay din respawn time. Thank you po
  8. I already setup my server to pre though (#define PRE), anyway i will try to setup a fresh server and i hope things go smoothly and i will try rAthena this time. Thank you so much for your time
  9. I agree, I am now in the transition process but I would like to make it slow so I won't get overwhelmed. Anyway, do you have any idea what's wrong here? I mean, the char stats do not reflect the damage output. This is the first time I experience this and I already checked the files I think are responsible for it but I still have no idea what is going on here.
  10. Magandang araw po sa lahat, Ask lang po bakit ganito kababa damage though mataas yung physical attack. Kasi po kakaset up ko lang nyang server ulit na connected sya sa SQL. Nung unang server na ginawa ko offline ok naman then nag try nako ulit gumawa connected sa SQL ganyan na sya. Pre-re po sya running na hercules. Gusto ko sana mag transition din sana mag transition sa rathena pero mas familiar na kasi ako sa hercules. Saka i noticed also na ang hirap nya ipa 193 attack speed. Sana po matulungan nyo ko. Thank you po in advance,
  11. Hi thank you so much. 60000 = duration right? -5 = ? 5 = ? I am looking to it now on sc_config It is working thanks
  12. Hello everyone I just want some guide if how i can make a healing item that has healing per second. Like "Recovery Potion" - heal small amount of HP per second for 5 seconds. I looked into "itemheal" but it only has 2 parameters for HP and SP. Thank you so much.
  13. Hello everyone, I just wanna ask if where I can find the script behind this behaviour of this two player states? 1. Character is in idle (No animation) State where player stays after walking into a cell without any action. 2. Character is in idle after killing a monster (with animation) it stays on this state as long as you dont do anything. I believe this animation is called "Standby". I have checked "pc.c" but I cant find it there. EDIT: So i found this and I think it is somewhat related. static void pc_setstand(struct map_session_data *sd) { nullpo_retv(sd); status_change_end(&sd->bl, SC_TENSIONRELAX, INVALID_TIMER); clif->sc_end(&sd->bl, sd->bl.id, SELF, status->get_sc_icon(SC_SIT)); //Reset sitting tick. sd->sitting_regen.tick.hp = 0; sd->sitting_regen.tick.sp = 0; if (pc_isdead(sd)) { sd->state.dead_sit = sd->vd.dead_sit = 0; clif->party_dead_notification(sd); } else { sd->state.dead_sit = sd->vd.dead_sit = 0; } } Thank you,
  14. Hello po sa lahatPosible po ba mag add ng permanent stat points sa character as an achievement reward? Parang bonus like bStr = 1 or bFlee = 10. Tnry ko kasi ilagay like bSrt,1 or bFlee,10 [230146] = { UI_Type = 0, group = "TAMING", major = 3, minor = 1, title = "Succubus - taming", content = { summary = "Successfully tame a Succubus", details = "Let's get a Succubus pet. You can use 'Boy's Pure Heart'." }, resource = { [1] = { text = "Successfully tame a Succubus" } }, reward = {}, score = 10 } Maraming Salamat po,
  15. Greetings everyone, I just need to ask if it's possible to put this kind of rewards in achievements? Its a permanent stat bonus or other bonuses like 1% reduce damage or attack damage once you obtain an achievement. Thank you so much Stat reward Examples: bonus bStr,1; bonus bFlee,5; bonus bAtkRate,5; bonus2 bResEff,Eff_Stun,100 Achievement sample: [230146] = { UI_Type = 0, group = "TAMING", major = 3, minor = 1, title = "Succubus - taming", content = { summary = "Successfully tame a Succubus", details = "Let's get a Succubus pet. You can use 'Boy's Pure Heart'." }, resource = { [1] = { text = "Successfully tame a Succubus" } }, reward = {}, score = 10 } Hi is it posible to reward stat bonuses in achievements? Thank you
  16. Hello everyone, I want to make a simple chest npc that is not clickable and can only be triggered if a player come 1 cell near to it. I tried add "-" to the npcID# but it will make the npc invicible. Thank you, prontera,147,173,4 script Bulletin Board#29 1903,0,0,{ mes "Opening chest in"; sleep2 1000; mes "5..."; sleep2 1000; mes "4..."; sleep2 1000; mes "3..."; sleep2 1000; mes "2..."; sleep2 1000; mes "1..."; sleep2 1000; mes "Loot obtained."; close; }
  17. You mean to recompiling the server is to rerun "run-server.bat " right after I edited the script using notepad? Ya i did that after editing the "pc.c" can you do me a favor to copy yours? I really dont know what i did wrong I carefully check it and it still wont work. Thank you
  18. Uhm, thank you. I need it to be random in different areas at it only spawns 10 at a time.
  19. Hello everyone can I request help how to make monster spawn/respawn only near the walls. I don't know how complicated it is but if someone can lead a way for me to understand. My mobs are: //npc/pre-re/mobs/dungeons/dic_dun02 //I actually don't know if I can just add it here or make a function{} maybe? dic_dun02,0,0,0,0 monster Mineral 1614,10,0,0,0 dic_dun02,0,0,0,0 monster Obsidian 1615,10,0,0,0 Thank you so much, Noob
  20. * Steal an item from bl (mob). * Return: * 0 = fail * 1 = succes *------------------------------------------*/ static int pc_steal_item(struct map_session_data *sd, struct block_list *bl, uint16 skill_lv) { int i,itemid,flag; int rate; struct status_data *sd_status, *md_status; struct mob_data *md = BL_CAST(BL_MOB, bl); struct item tmp_item; struct item_data *data = NULL; if (sd == NULL || md == NULL) return 0; if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) ) //already stolen from / status change check return 0; sd_status= status->get_status_data(&sd->bl); md_status= status->get_status_data(bl); if (md->master_id || md_status->mode&MD_BOSS || mob_is_treasure(md) || map->list[bl->m].flag.nomobloot || // check noloot map flag [Lorky] (battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus] md->state.steal_flag++ >= battle_config.skill_steal_max_tries) ) { //Can't steal from md->state.steal_flag = UCHAR_MAX; return 0; } // base skill success chance (percentual) rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4 + sd->bonus.add_steal_rate; if( rate < 1 ) return 0; // Try dropping one item, in the order from first to last possible slot. // Droprate is affected by the skill success rate. for (i = 0; i < MAX_MOB_DROP; i++) { if (md->db->dropitem[i].nameid == 0) continue; if ((data = itemdb->exists(md->db->dropitem[i].nameid)) == NULL) continue; if (data->type == IT_CARD) continue; if (rnd() % 10000 < apply_percentrate(md->db->dropitem[i].p, rate, 100)) break; } if (i == MAX_MOB_DROP) return 0; itemid = md->db->dropitem[i].nameid; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = itemid; tmp_item.amount = 1; tmp_item.identify = itemdb->isidentified2(data); flag = pc->additem(sd,&tmp_item,1,LOG_TYPE_PICKDROP_PLAYER); //TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise? md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more if(flag) { //Failed to steal due to overweight clif->additem(sd,0,0,flag); return 0; } if(battle_config.show_steal_in_same_party) //party->foreachsamemap(pc->show_steal,sd,AREA_SIZE,sd,tmp_item.nameid); Logs items, Stolen from mobs [Lupus] logs->pick_mob(md, LOG_TYPE_STEAL, -1, &tmp_item, data); return 1; } What i have done so far from analyzing the best as i can are: 1. //I removed this if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) ) //already stolen from / status change check return 0; 2. //I also removed this { //Can't steal from md->state.steal_flag = UCHAR_MAX; return 0; } 3. //I also removed this one //TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise? md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more I'm very doubtful of what im doing and feeling sorry for the codes im messing out. feels like i am murdering them ?
  21. Hello, I tried this last night wasn't able to make it work. Got curious a bit I even tried editing return 1 to return 0 but it still make SUCCESS steal. As script return 1 = success and return 0 = fail as far as I understand the script. I saw something called skill_steal_max_success somewhere i cant remember where exactly though ? Thank you
  22. Hello, Ive been working on modifying that skill [Steal] for days now ;P. I was able to put it autocast [STEAL] in an ITEM "Rod"[0]#1603 that can be equip by any class. My problem is I want skill [STEAL] to be cast again until the monster die(NOTE: same item can be looted again). But i cannot able to make it work after editing lot of scripts related to that skill. So my final thought as I am still working on it is to make some alternative. Now maybe I will start on working to making new [Skill] instead from scratch.
  23. Hello, I've been working on modifying a skill - [Steal] so that it can be used several times to the same monster and now I am thinking an alternative if which will be better. I am on work on it reading relative scripts but don't know where to start. What I want to do is a Passive skill that loot items by chance from the monster that player is attacking. Same as [Steal] skill of the Thief job. //so some behaviors of the skill that I think should be considered like 1. Same item can be stolen [jellopy] 2. The monster cannot be healed (not important I will just prohibit [Heal] on that map) 3. You can steal until the monster dies (I dont know if that needs to be specify to the code though) Thank you so much, Noob
  24. Notes Only items dropped by monsters can be stolen. A successful attempt will not affect what is dropped when the monster dies. Counter-intuitively, this skill cannot be used while in stealth. All robberies must be done out in the open. After success, it is not possible to steal again from the same target. Boss monsters cannot be stolen from. //========================================================================= //** Do i need to change this value to 255? //from "skill.c" // How many times you could try to steal from a mob. // Note: It helps to avoid stealing exploit on monsters with few rare items // Use 0 to disable (Max allowed value is 255) skill_steal_max_tries: 0 //========================================================================== //*========================================== // How can i make it work that i can use steal until mob dies. You can obtain same items again and again. I dont know but i think there is this thing called "skill_steal_max success" that is located somewhere i cannot find that also limit the skill to be used only once per monster. And someone told me i need to make the conf to the "conf/import/battle.conf". I am planning to make a new skill from it. Thank you so much, total noob here //from "pc.c" * Steal an item from bl (mob). * Return: * 0 = fail * 1 = succes *------------------------------------------*/ static int pc_steal_item(struct map_session_data *sd, struct block_list *bl, uint16 skill_lv) { int i,itemid,flag; int rate; struct status_data *sd_status, *md_status; struct mob_data *md = BL_CAST(BL_MOB, bl); struct item tmp_item; struct item_data *data = NULL; if (sd == NULL || md == NULL) return 0; if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) ) //already stolen from / status change check return 0; sd_status= status->get_status_data(&sd->bl); md_status= status->get_status_data(bl); if (md->master_id || md_status->mode&MD_BOSS || mob_is_treasure(md) || map->list[bl->m].flag.nomobloot || // check noloot map flag [Lorky] (battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus] md->state.steal_flag++ >= battle_config.skill_steal_max_tries) ) { //Can't steal from md->state.steal_flag = UCHAR_MAX; return 0; } // base skill success chance (percentual) rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4 + sd->bonus.add_steal_rate; if( rate < 1 ) return 0; // Try dropping one item, in the order from first to last possible slot. // Droprate is affected by the skill success rate. for (i = 0; i < MAX_MOB_DROP; i++) { if (md->db->dropitem[i].nameid == 0) continue; if ((data = itemdb->exists(md->db->dropitem[i].nameid)) == NULL) continue; if (data->type == IT_CARD) continue; if (rnd() % 10000 < apply_percentrate(md->db->dropitem[i].p, rate, 100)) break; } if (i == MAX_MOB_DROP) return 0; itemid = md->db->dropitem[i].nameid; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = itemid; tmp_item.amount = 1; tmp_item.identify = itemdb->isidentified2(data); flag = pc->additem(sd,&tmp_item,1,LOG_TYPE_PICKDROP_PLAYER); //TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise? //md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more if(flag) { //Failed to steal due to overweight clif->additem(sd,0,0,flag); return 0; } if(battle_config.show_steal_in_same_party) party->foreachsamemap(pc->show_steal,sd,AREA_SIZE,sd,tmp_item.nameid); //Logs items, Stolen from mobs [Lupus] logs->pick_mob(md, LOG_TYPE_STEAL, -1, &tmp_item, data); return 1; }
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