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johnbond

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Everything posted by johnbond

  1. Does somebody know a fix for this? This will also help the others in their server in fixing this problem.
  2. Anyone? Even my custom mobs when I added them does not do skills even if I had put skills in the mob_skill_db.txt on both import folder and re folder. Does anyone know what is going wrong here? Thank you.
  3. I am using r12427 and it seems it has a problem with the monsters not being able to have skills. I am using default \db\re\mob_skill_db.txt but it seems the MVPs (and maybe monsters as well) does not cast skills. They do not even teleport when mobbed and they do not even summon their minions. This is the setting in my monster.conf: // Mob skill delay adjust (Note 2) // After a mob has casted a skill, there is a delay before being able to // re-cast it. Note that skills with a delay of 0 can't be affected by this // setting. mob_skill_delay: 100 I think this is the default setting. Here is my whole monster.conf just in case you need it: //-------------------------------------------------------------- // rAthena Battle Configuration File // Originally Translated by Peter Kieser <[email protected]<script cf-hash='f9e31' type="text/javascript"> /* */</script>> // Made in to plainer English by Ancyker //-------------------------------------------------------------- // Note 1: Value is a config switch (on/off, yes/no or 1/0) // Note 2: Value is in percents (100 means 100%) // Note 3: Value is a bit field. If no description is given, // assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun) //-------------------------------------------------------------- // The HP rate of MVPs. (Note 2) mvp_hp_rate: 100 // The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2) monster_hp_rate: 100 // The maximum attack speed of a monster monster_max_aspd: 199 // Defines various mob AI related settings. (Note 3) // 0x001: When enabled mobs will update their target cell every few iterations // (normally they never update their target cell until they reach it while // chasing) // 0x002: Makes mob use their "rude attack" skill (usually warping away) if they // are attacked and they can't attack back regardless of how they were // attacked (eg: GrimTooth), otherwise, their rude attack" is only activated // if they can't melee reach the target (eg: sniping) // 0x004: If not set, mobs that can change target only do so when melee attacked // (distance player/mob < 3), otherwise mobs may change target and chase // ranged attackers. This flag also overrides the 'provoke' target. // 0x008: When set, mobs scatter as soon as they lose their target. Use this mode // to make it much harder to mob-train by hiding and collecting them on a // single spot (ie: GrimTooth training) // 0x010: If set, mob skills defined for friends will also trigger on themselves. // 0x020: When set, the monster ai is executed for all monsters in maps that // have players on them, instead of only for mobs who are in the vicinity // of players. // 0x040: When set, when the mob's target changes map, the mob will walk towards // any npc-warps in it's sight of view (use with mob_warp below) // 0x100: When set, a mob will pick a random skill from it's list and start from // that instead of checking skills in orders (when unset, if a mob has too // many skills, the ones near the end will rarely get selected) // 0x200: When set, a mob's skill re-use delay will not be applied to all entries of // the same skill, instead, only to that particular entry (eg: Mob has heal // on six lines in the mob_skill_db, only the entry that is actually used // will receive the delay). This will make monsters harder, especially MvPs. // 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they // will obey the normal skill range rules. // Example: 0x140 -> Chase players through warps + use skills in random order. monster_ai: 0 // How often should a monster rethink its chase? // 0: Every 100ms (MIN_MOBTHINKTIME) // 1: Every cell moved (official) // 2: Every 2 cells moved // 3: Every 3 cells moved (previous setting) // x: Every x cells moved // Regardless of this setting, a monster will always rethink its chase if it has // reached its target. Increase this value if you want to make monsters continue // moving after they lost their target (hide, loot picked, etc.). monster_chase_refresh: 1 // Should mobs be able to be warped (add as needed)? // 0: Disable. // 1: Enable mob-warping when standing on NPC-warps // 2: Enable mob-warping when standing on Priest Warp Portals // 4: Disable warping when the target map is a 'nobranch' map. mob_warp: 0 // If these are set above 0, they define the time (in ms) during which monsters // will have their 'AI' active after all players have left their vicinity. mob_active_time: 0 boss_active_time: 0 // Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2) view_range_rate: 100 // Chase Range is the base minimum-chase that a mob gives before giving up // (as long as the target is outside their field of view). This is the range3 // column in the mob_db. (Note 2) chase_range_rate: 100 // Allow monsters to be aggresive and attack first? (Note 1) monster_active_enable: yes // Should the mob_db names override the mob names specified in the spawn files? // 0: No // 1: always use the mob_db Name column (english mob name) // 2: always use the mob_db JName column (original Kro mob name) override_mob_names: 0 // Monster damage delay rate (Note 1) // Setting to no/0 is like they always have endure. monster_damage_delay_rate: 100 // Looting monster actions. // 0 = Monster will consume the item. // 1 = Monster will not consume the item. monster_loot_type: 0 // Chance of mob casting a skill (Note 2) // Higher rates lead to 100% mob skill usage with no/few normal attacks. // Set to 0 to disable mob skills. mob_skill_rate: 100 // Mob skill delay adjust (Note 2) // After a mob has casted a skill, there is a delay before being able to // re-cast it. Note that skills with a delay of 0 can't be affected by this // setting. mob_skill_delay: 100 // Rate of monsters on a map, 200 would be twice as many as normal. (Note 2) mob_count_rate: 100 // Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2) //Note: This does not affects mobs with immediate respawn (most normal mobs) mob_spawn_delay: 100 plant_spawn_delay: 100 boss_spawn_delay: 100 // 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 // Should spawn coordinates in the mob-spawn files be ignored? (Note 1) // If set to yes, all monsters will have a random respawn spot across the whole // map regardless of what the mob-spawn file says. force_random_spawn: yes // Do summon slaves inherit the passive/aggressive traits of their master? // 0: No, retain original mode. // 1: Slaves are always aggressive. // 2: Slaves are always passive. // 3: Same as master's aggressive/passive state. slaves_inherit_mode: 3 // Do summon slaves have the same walking speed as their master? // NOTE: The default is 3 for official servers. // 0: Never. // 1: If the master can walk // 2: If the master can't walk (even motionless mobs have a speed // entry in their mob_db) // 3: Always slaves_inherit_speed: 3 // Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a // chance of triggering the master's autospell cards? (Note 1) summons_trigger_autospells: yes // When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself? // NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists retaliate_to_master: yes // Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1) // eg: Mob attacks player B, and player A casts a skill C. If set to yes and the // mob has a skill that is triggered by skill C, then A will be the target of // the skill, otherwise B will be targetted by the reaction skill. mob_changetarget_byskill: no // If monster's class is changed will it fully recover HP? (Note 1) monster_class_change_full_recover: yes // Display some mob info next to their name? (add as needed) // (does not works on guardian or Emperium) // 1: Display mob HP (Hp/MaxHp format) // 2: Display mob HP (Percent of full life format) // 4: Display mob's level show_mob_info: 0 // Zeny from mobs zeny_from_mobs: yes // Monsters level up (monster will level up each time a player is killed and they will grow stronger) // Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100))) // NOTE: Does not apply to WoE Guardians. //mobs_level_up: no //mobs_level_up_exp_rate: 1 mobs_level_up: yes mobs_level_up_exp_rate: 100 // Dynamic Mobs Options // Use dynamic mobs? (recommended for small-medium sized servers) dynamic_mobs: yes // Remove Mobs even if they are hurt mob_remove_damaged: yes // Delay before removing mobs from empty maps (default 5 min = 300 secs) //mob_remove_delay: 300000 mob_remove_delay: 18000 // Defines on who the mob npc_event gets executed when a mob is killed. // Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0) // Type 0: On the player that did the most damage to the mob. // NOTE: This affects who gains the Castle when the Emperium is broken. mob_npc_event_type: 0 // Time in milliseconds to activate protection against Kill Steal // Set to 0 to disable it. // If this is activated and a player is using @noks, damage from others players (KS) not in the party // will be reduced to 0. ksprotection: 500 // Should MVP slaves retain their target when summoned back to their master? mob_slave_keep_target: yes // Whether or not to spawn the mvp tomb. // See http://irowiki.org/wiki/MVP#Gravestone mvp_tomb_enabled: yes // Whether or not the size of specially summoned mobs influences experience, drop rates, // and stats. The rates will be doubled for large mobs, and halved for small ones. // This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1) // Default: no mob_size_influence: no What am I doing wrong here? Is there any other setting to enable/disable monster skills? Somebody please give me enlightenment. Im growing desperate please help anyone. Thank you for your time.
  4. I am using r12427 and I am having a problem with the Moonlight Serenade skill. (WA_MOONLIT_SERENADE). It should add base MATK depending on level on the casters and party members. http://irowiki.org/wiki/Moonlight_Serenade But in my server it does not give MATK to anyone. There is a MATK ICON on the screen which means it was triggered but the problem is there is no MATK given. Does anyone have a fix on this? Thanks.
  5. I am using r12427 and I have a problem with the Sorc's Spirits. Like the ventus should give stats/attributes when summoned, like for example for the Ventus: http://irowiki.org/wiki/Call_Ventus LVL1 LVL2 LVL3 Matk+10 +20 +30 Flee +20 +40 +60 For the Tera: LVL1 LVL2 LVL3 Atk+5 +10 +15 Def +25 +50 +75 And so on and so forth. All the sorc spirits in my server does not have attributes. I use txt db. Where can I edit and add stats to the spirits when summoned? Or maybe there is a setting for this? Anyone has an ideo to this? Or maybe someone can teach me how. Thank you for your time guys.
  6. Okay got it. If I need to lock trade on accounts 1 through 3 then I will just make this can_trade: false to level 3 and enable can_trade: true on normal characters. Thanks Mr. Brynner for the help. I gave you +1 on this. Thanks.
  7. http://lmgtfy.com/?q=Client+Translation+Project+hercules Oh thank you for this. But may I know what is the exact filename of the file that ONLY affects the skill descriptions and the exact directory where it is located? Because I dont want to patch everything as it might overwrite my other luas with modifications. Thanks. U can try take a look in related files for skills. Yes but can I know the file names of which are the exact luas used for skill descriptions? Dude, seriously there is only 4 FILES. why dont you go and take a look by yourself? still hard for you? I believe below image there is no folder named with 'skill' except for this three folders and newskillinfo ... Oh thank you. +1 added to you Sir. Good to close.
  8. I was previously using 3ceam then just recently I am not trying to merge my Server to rathena but there are some settings that are now different in rathena. Previously in 3ceam I had these settings on gm.conf: // The minimum level for a GM to be unable to distribute items. // You should set this to the same level @item is set to in the atcommand.conf // NEVER SET THIS VALUE TO 0, or you will block drop/trade for normal players gm_cant_drop_min_lv: 1 //The trust level for your GMs. Any GMs ABOVE this level will be able to distribute items //ie: Use Storage/Guild Storage, Drop Items, Use Vend, Trade items. gm_cant_drop_max_lv: 3 Now I cant seem to find these settings in Rathena. What I want is GM level 1-3 will be trade locked. All other levels 0 and 4++ can trade. How can I do this properly guys? Thank you.
  9. No other way except use 2013 clients guys? I cannot just use 2013 client because harmony does not support it. Thanks.
  10. http://lmgtfy.com/?q=Client+Translation+Project+hercules Oh thank you for this. But may I know what is the exact filename of the file that ONLY affects the skill descriptions and the exact directory where it is located? Because I dont want to patch everything as it might overwrite my other luas with modifications. Thanks. U can try take a look in related files for skills. Yes but can I know the file names of which are the exact luas used for skill descriptions?
  11. http://lmgtfy.com/?q=Client+Translation+Project+hercules Oh thank you for this. But may I know what is the exact filename of the file that ONLY affects the skill descriptions and the exact directory where it is located? Because I dont want to patch everything as it might overwrite my other luas with modifications. Thanks.
  12. I have a question regarding the skill_require_db.txt. Its about the Pile Bunker Skill. It requires a Pile Bunker[0] for the Pile Bunker skill to be used. But the thing is I have a custom item named "Evolved Pile Bunker" which is very same as with the official item but this one has [3]. Now the problem is the skill cannot cast when my custom item is equipped so I added the custom item in skill_require_db.txt as follows: 2257,0,0,50,0,0,0,99,0,0,mado,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1549:30701 But the problem here is it seems it does not accept this format in adding the 30701 item. I get errors that skill cannot be casted and must equip the item. Both items now not working with the skill when I do this above. How do I properly add my custom item 30701 so that the Pile Bunker skill will work for both items. Thank you.
  13. Use client date 2013 onwards. Ohh, cant I have these skills on 2012 clients? No other way?
  14. I believe that the new skills on RENEWAL should be already available to every job in renewal? Though these skills are in my skill_db.txt: 5004,9,6,2,1,0x42,1:1:1:2:2:2:3:3:4:4,10,1,no,0,0,0,weapon,0,0x0, RK_DRAGONBREATH_WATER,Dragon Breath - Water 5014,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, ALL_FULL_THROTTLE,Full Throttle If I am correct, I think the new Full Throttle skill should already be available for all jobs in renewal? http://irowiki.org/wiki/Full_Throttle Also, my Rune Knight does not seem to have the new RK_DRAGONBREATH_WATER skill. http://irowiki.org/wiki/Dragon_Water_Breath Is there an NPC to give this as a quest skill? Or should I enable anything in the source? I am using renewal setting in my Rathena r12427. Help me guys. Thank you.
  15. Anyone know where to get the english luas for the "renewal skill descriptions"? I need skill descriptions in RENEWAL ENGLISH. The luas of my installers are still in pre-re. Also, some of the skills of the kagerou is in korean (i am using kRO). It would be nice to already have english skill descriptions for the kagerou skills. I want to do this soon because I will soon be using renewal settings in my Server. Also, please enumerate to me which exact "file names" of the luas are used for skill descriptions so I wont have to patch all the luas to players as it might overwrite my other modified luas. Thank you guys.
  16. search woe controller by toasty Oh thanks using it already. Working good thank you.
  17. Yes Mr. Emistry helped me hehe. Thanks!
  18. This is already fixed. I think I used a different jobmaster from costums directory. I now used the default rathena and its already fixed. Thank you.
  19. Its not working on mine. I use rathena r12427. It only says "No more jobs are available" even when ninja is 99/70 already.
  20. Yes maybe this is what is happening to me too. Anyone have a solution?? Thanks.
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