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Lelouch vi Britannia

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Everything posted by Lelouch vi Britannia

  1. more details? or baka nmn e2 ang problem mo sa devo? conf/battle/skill.conf // Using 'old' behavior for devotion vs reflect damage? (Note 2) // Default is 0 (official). If 'devotion_rdamage' is > 0 (chance to devote the reflected damage), // when player with devotion attacks player with reflect damage ability (item bonus or skill), // the damage will be taken by the person who provides devotion instead the attacker. devotion_rdamage: 0 Change 0 to 100 kung gusto mo ung old devo
  2. Thats the License Screen, you can enable or disable it using NEMO
  3. If my memory serves me right i think i seen this from Jupeto.
  4. https://rathena.org/board/topic/105732-convert-any-headgeargarment-to-costume/?p=301539
  5. The only thing i choose RagnaHosting becuase it cheaper than other host providers . Maybe thats the trend? cheaper host provider = closed down easily?
  6. The first image should be 2013-08-07 and above and the second must be below 2013 to 2012-04-10, so if you need costume accessory slot you should use 2013-08-07 also thats the default client for rathena as for the info on how to make them costume accessory you can check this... doc/item_db.txt Loc: Equipment's placement. Values are: 2^8 256 = Upper Headgear 2^9 512 = Middle Headgear 2^0 001 = Lower Headgear 2^4 016 = Armor 2^1 002 = Weapon 2^5 032 = Shield 2^2 004 = Garment 2^6 064 = Footgear 2^3 008 = Accessory Right 2^7 128 = Accessory Left 2^10 1024 = Costume Top Headgear 2^11 2048 = Costume Mid Headgear 2^12 4096 = Costume Low Headgear 2^13 8192 = Costume Garment/Robe 2^15 32768 = Ammo 2^16 65536 = Shadow Armor 2^17 131072 = Shadow Weapon 2^18 262144 = Shadow Shield 2^19 524288 = Shadow Shoes 2^20 1048576 = Shadow Accessory Right (Earring) 2^21 2097152 = Shadow Accessory Left (Pendant)
  7. Does anyone still have this tool from eathena?
  8. Maybe you didnt follow this... //--- Bitmasks ---- // 1 - Top Headgear // 2 - Armor // 4 - Left Hand // 8 - Right Hand // 16 - Garment // 32 - Shoes // 64 - Left Accessory // 128 - Right Accessory // 256 - Middle Headgear // 512 - Lower Headgear // 1024 - Costume : Head Low // 2048 - Costume : Head Mid // 4096 - Costume : Head Top Also @Emistry can you add new arguments on Refine Function like Zeny requirments and Amount for arg10 and may i ask if theres a way to disable the nude func when refining items. PS: I think theres a problem on Refine Func Bitmasks becuase i tryed 1023 = Top Headgear ~ Right Accessory and 192 = Left Accessory and Right Accessory but the problem is it doesnt read the Right Accessory. See the image below...
  9. The reason why you can't find it in kRO's update becuase they are in jRO. 160927_2ndcos_wl.gpf
  10. Unless he didnt purchase it from Functor so thats why he google it for some solutions
  11. I tryed it and its not working but thanks for helping
  12. Change this... set #CASHPOINTS,#CASHPOINTS+10; to this... set #CASHPOINTS,#CASHPOINTS+(.@amount*10);
  13. https://rathena.org/board/topic/70305-cash-exhchange-to-coin/#entry135386
  14. As i stated on the topic title i need a +100 refine and de-refiner but with equipment selection and required item (ex. 10x Apple).
  15. As i heard there are no host providers that have partners with gepard, currently those hosts just buy gepard shield and sell them for 30$/month. about the best vps/host provider well in my opinion i rather choose RagnaHosting, as for the gepard shield you can contact Functor here on rA just leave him a message.
  16. Just change your loading screen names starting from loading00 to loading10 becuase the image above is loading00.
  17. Just add them up on db/import/mob_avail.txt if you need to change their looks into character class sprite. // Mob Availability and Alias Database // // Structure of Database: // MobID,SpriteID{,Equipment} // // 01. MobID Mob ID to change. // 02. SpriteID Mob ID which will be sent to the client instead of MobID. // If 0, the mob becomes unavailable for use. // 03. Equipment Item ID of pet equipment (must be available for pet counterpart, or this will cause problems). // // To disguise a mob as a player: // MobID,SpriteID,Sex,Hair_Style,Hair_Color,Weapon,Shield,Head_Top,Head_Middle,Head_Bottom,Option,Dye_Color // // SpriteID is a job class value. // Weapon and Shield uses Item ID, while Head uses View ID. P.S. Yea you're right about the wrong section becuase this should be on Script Support.
  18. I already did that.. /** Checks if item is stackable or not * @param id Item data * @return True if item is stackable, false otherwise */ bool itemdb_isstackable2(struct item_data *id) { nullpo_ret(id); switch(id->type) { case IT_WEAPON: case IT_ARMOR: case IT_PETEGG: case IT_PETARMOR: case IT_SHADOWGEAR: case IT_CHARM: return false; default: return true; } } But as you can see in the pic below its not working...
  19. I have this charms system working again from here but theres a lil problem on its effects everytime i create an item that has charms system on it the effects are stacking maybe you can help me fix this... ex. If i have 5 of that item it will not read 5 effects but only 1 effect only.
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