Jump to content

Bahmut

Members
  • Posts

    382
  • Joined

  • Last visited

Everything posted by Bahmut

  1. You do not need to update your mapchache because the rA mapchache has the old izlude and the map files go in the "data/" folder (no subfolder) in your grf.
  2. Follow the instructions in the topic linked in my first post. Just download the old map and put it in your grf or data folder.
  3. Izlude got changed with the newest kRO patch, so you need the old map to fit your NPC and warp locations That's the reason for your error.
  4. Have you already searched the forums? Got this from searching: http://rathena.org/board/topic/60852-resolved-map-izlude-error/
  5. Try this: http://rathena.org/board/topic/54190-release-basic-rathena-client/
  6. What do you mean by different language? I will just asume it's in korean. This would mean you have to download lub files for your client. Choose your client date and then extract them in your data/lua files/ folder: http://svn6.assembla.com/svn/ClientSide/Lua_Project/lubs/Lub%20Files%205.0.2/
  7. Sounds really promising, but I would recommend you to first build a stable and relatively easy to use editor before you start developing complex features like "Multi-User Share Mapping (Multiple users working on the same map in real-time)".
  8. Yeah because the board got updated
  9. Please use the search first: http://rathena.org/board/topic/57207-login-screen/page__p__69628__hl__+login%20+background
  10. This is how I remember it, too and I like how it was before the update.
  11. Bahmut

    RSW File

    Why don't you just update your client and extract it from there with "GRF Tool" or another grf extractor (there should be pleanty of them if you search a little bit). Or use the date of the update to download the update as a patch file: ftp://ragnarok.nowcdn.co.kr:20021/Patch/ I think gpf files can be opened as grfs, too, but I am not sure about this.
  12. Bahmut

    Renewal

    I don't think there is already a release for malaya port npcs. The monster, warps and maps are already in rAthena. And I think there was a bug with one monster or mvp (don't know) where spawning the monster will cause the client to crash if you are using a client older than 2011-11-16 (don't know exact date. this is just a guess).
  13. Hmm the side is loading fine for me. You might want to try loading it again because the software of this forum got updated some hours ago and it seems that the update caused some bugs.
  14. TXT has been dropped in rAthena so you won't find an up to date TXT server. I recommend you to just use SQL instead of downloading an older revision. Here you can find a guide to setup a local test server: http://rathena.org/wiki/Windows_Installation
  15. The item description is stored client side and is not influenced by the real effect of the item. here is a full guide on how to add custom items and how to edit the client side files: http://rathena.org/wiki/Custom_Items#idnum2itemdesctable.txt
  16. The header area of the pulse skin looks wrong in ff13 and the "Forums" link at the top always opens a new tab. before it opened itself in the same tab. EDIT: The link to the wiki is wrong. When opening the wiki over the header menu in the forum you get linked to the wrong wiki article (not the start site)
  17. I have reuploaded it to my webspace. It won't get deleted there
  18. Site got a spanish (or whatever) error message: [#103139] Você não tem permissão para visualizar este fórum.
  19. We can not do a lot with just a basic GravError. Please describe when the error appears and what you have done before it, like using skills, custom items or etc.
  20. Take the RWC maps posted by whoteva in this thread: http://rathena.org/board/topic/60507-akarus-supergrf-and-some-other-maps/page__p__86902#entry8690
  21. Bahmut

    PVP on

    Try this for a specific area or use Mysterious solution for whole maps: *setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>; Each map cell has several 'flags' that specify the properties of that cell. These include terrain properties (walkability, shootability, presence of water), skills (basilica, land protector, ...) and other (NPC nearby, no vending, ...). Each of these can be 'on' or 'off'. Together they define a cell's behavior. This command lets you alter these flags for all map cells in the specified (x1,y1)-(x2,y2) rectangle. The 'flag' can be 0 or 1 (0:clear flag, 1:set flag). The 'type' defines which flag to modify. Possible options include cell_walkable, cell_shootable, cell_basilica. For a full list, see const.txt. Example: setcell "arena",0,0,300,300,cell_basilica,1; setcell "arena",140,140,160,160,cell_basilica,0; setcell "arena",135,135,165,165,cell_walkable,0; setcell "arena",140,140,160,160,cell_walkable,1; This will add a makeshift ring into the center of the map. The ring will be surrounded by a 5-cell wide 'gap' to prevent interference from outside, and the rest of the map will be marked as 'basilica', preventing observers from casting any offensive skills or fighting among themselves. Note that the wall will not be shown nor known client-side, which may cause movement problems. Another example: OnBarricadeDeploy: setcell "schg_cas05",114,51,125,51,cell_walkable,0; end; OnBarricadeBreak: setcell "schg_cas05",114,51,125,51,cell_walkable,1; end; This could be a part of the WoE:SE script, where attackers are not allowed to proceed until all barricades are destroyed. This script would place and remove a nonwalkable row of cells after the barricade mobs.
  22. I created a new entry with a new item level in the produce_db.txt and so there is no skill to relate to: 7060,50,0,0,29101,1 EDIT: Found it by searching the source and I have to say the skill_produce_mix function is very ugly. Default it's 50% success rate. If you want to change it find this block in skill.c: default: if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) { //Assume Cooking Dish if (sd->menuskill_val >= 15) //Legendary Cooking Set. make_per = 10000; //100% Success else make_per = 1200 * (sd->menuskill_val - 10) + 20 * (sd->status.base_level + 1) + 20 * (status->dex + 1) + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80)) - 400 * (skill_produce_db[idx].itemlv - 11 + 1) - 10 * (100 - status->luk + 1) - 500 * (num - 1) - 100 * (rnd()%4 + 1); break; } make_per = 5000; break; and change the last make_per = 5000; to make_per = 10000; for 100%
  23. Hello, when using the produce script command there is a chance that it fails and no item is produced, but what is the exact success chance or how is it calculated? There is no documentation on this. Atleast I found none. From script_commands.txt: *produce <item level>; This command will open a crafting window on the client connected to the invoking character. The 'item level' is a number which determines what kind of a crafting window will pop-up. You can see the full list of such item levels in 'db/produce_db.txt' which determines what can actually be produced. The window will not be empty only if the invoking character can actually produce the items of that type and has the appropriate raw materials in their inventory. Valid item levels are: 1 - Level 1 Weapons 2 - Level 2 Weapons 3 - Level 3 Weapons 21 - Blacksmith's Stones and Metals 22 - Alchemist's Potions, Holy Water, Assassin Cross's Deadly Poison 23 - Elemental Converters
×
×
  • Create New...