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FXFreitas

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Posts posted by FXFreitas

  1. For some reason in all servers I play we had problem with the homunculus Vanilmirth.

    I Fixed my vanil only with one thing, change the "Previous Homunculus" Option, on this option in particular you can choose between Amistr, Lif and Filir (wait no vanilmirth? Nope, I'll explain why).

    The point of this option is:

    Amistr means Defensive (he will attack anyone who attacked you and attack your targets too).

    Lif means Passive (he literaly does nothing, but will assist you in battle).

    Filir means Agressive (He will blow up anything on his range without any mercy).

    I don't know if your issue is the same but hope this can help.

  2. 2 hours ago, mirabell said:

    if everybody feels so bad about RE then why even bother to develop it? might as well just make a custom emu

    I am not bored with renew, for me both RO ages are good and enjoyable. I am not the only one seeing good points in Renewal. Ask any good renewal server player rsrsrs, the quote "I think we cannot fit in pre-re anymore" is being very common.

     

  3. you can put the mobs to level up in conf folder.

    you can add in monster spawn script (each spawn of each map) the AI mode.

    ** Create a permanent monster spawn:
    
    <map name>,<x>,<y>{,<xs>{,<ys>}}%TAB%monster%TAB%<monster name>{,<monster level>}%TAB%<mob id>,<amount>{,<delay1>{,<delay2>{,<event>{,<mob size>{,<mob ai>}}}}}
    
    Map name is the name of the map the monsters will spawn on. x,y are the
    coordinates where the mob should spawn. If xs and ys are non-zero, they
    specify the 'radius' of a spawn-rectangle area centered at x,y.
    Putting zeros instead of these coordinates will spawn the monsters randomly.
    Note this is only the initial spawn zone, as mobs random-walk, they are free
    to move away from their specified spawn region.
    
    Monster name is the name the monsters will have on screen, and has no relation 
    whatsoever to their names anywhere else. It's the mob id that counts, which 
    identifies monster record in 'mob_db.txt' database of monsters. If the mob name 
    is given as "--ja--", the 'japanese name' field from the monster database is 
    used, (which, in rAthena, actually contains an English name) if it's "--en--", 
    it's the 'english name' from the monster database (which contains an uppercase 
    name used to summon the monster with a GM command).
    
    You can specify a custom level to use for the mob different from the one of
    the database by adjoining the level after the name with a comma. eg:
    "Poring,50" for a name will spawn a monster with name Poring and level 50.
    
    Amount is the amount of monsters that will be spawned when this command is 
    executed, it is affected by spawn rates in 'battle_athena.conf'.
    
    Delay1 and delay2 control monster respawn delays - the first one is the fixed
    base respawn time, and the second is random variance on top of the base time.
    Both values are given in milliseconds (1000 = 1 second).
    Note that the server also enforces a minimum respawn delay of 5 seconds.
    
    Event is a script event to be executed when the mob is killed. The event must
    be in the form "NPCName::OnEventName" to execute, and the event name label
    should start with "On". As with all events, if the NPC is an on-touch NPC, the
    player who triggers the script must be within 'trigger' range for the event to
    work.
    
    There are two optional fields for monster size and AI.
    
    <mob size> can be:
    	Size_Small	(0)
    	Size_Medium	(1)
    	Size_Large	(2)
    
    <mob ai> can be:
    	AI_NONE		(0)		(default)
    	AI_ATTACK	(1)		(attack/friendly)
    	AI_SPHERE	(2)		(Alchemist skill)
    	AI_FLORA	(3)		(Alchemist skill)
    	AI_ZANZOU	(4)		(Kagerou/Oboro skill)
    	AI_LEGION	(5)		(Sera skill)
    	AI_FAW		(6)		(Mechanic skill)
    
    Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able
    to be detected on the map with the SC_BOSSMAPINFO status (used by Convex Mirror).

    You can check the full file in doc folder:

    https://github.com/rathena/rathena/blob/master/doc/script_commands.txt

  4. Yeah I know you are not a noob, but even the experieced one can miss something... We need to ask, even if you know what are you doing, we need to know how you did it.

    If is a emulator issue, open a issue in github and wait for the fix...

    • Upvote 1
  5. Well, maybe only a visual bug in the client? Do you tested the damage? Or only checked the alt+a stats? I'm sorry I am not using the rAthena now, so I can't say if this works or not. In my version of Hercules/RagEmu looks fine. (The revision is from the second half of 2016)

  6. 2 hours ago, Questune09 said:

    thank you so much it work i just put the missing items on my server itemdb is it not harm my server?

    Not in general, some items could not exist in some types of server (hmm, a white elvira card does not exist in pre-renewal, but if this item is in item_cardalbum.txt and in item_db.txt he will be in mystical card album list and the chance to make this item enter in the server is 100%) you must have to avoid unwanted itms in your database.

    The better option is check first what item you're looking to know if he should exist or not. If yes, add the item to your db, if not find the file using this item id and remove the item of the list,

  7. The most recomended is go to our github, open the item_db, use ctrl+f to find the item and take the line (or the table if is sql) and make a copy to your server.

    or you can check your mob_db and the other item database structures (item_box, item_cardalbum, etc) find these ID's, remove them.

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