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Posts posted by Scylla
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Is damage really supposed to register already even before you get hit?
In this video, if you take a look at injustice's incoming first hit, my HP already decreased even before it hits me with without even seeing how much damage is done with the damage pop up:
While before, it waits for you to get hit & waits for the damage to pop and then decreases your HP accordingly with the damage done:
Any tips on where to start to revert it back to the 2nd video would be really helpful! Thank you!
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3 hours ago, Styx15 said:
Hello i need help how to set Master Archer Lvl 1 - 10 Effect Range with bow ?
not only range like :
- Id: 29100
AegisName: MasterArcher10
Name: Master Archer Lv. 10
Type: Card
Buy: 10
Script: |
bonus bLongAtkRate,44;
I need help to set Effect range only when using bow ...
thank you before...if(getiteminfo(getequipid(EQI_HAND_R),11)==W_BOW) { bonus bLongAtkRate,44; }
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6 hours ago, Pelo said:
Just put this in RO folder/System/Font
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28 minutes ago, gamka said:
My strength is gone !!! There is absolutely nothing I can not understand !!!! Please help, I am already losing heart ... All the guides that I have read are not of any use ...
Step 1 ·Îºê > AV_Blood_Wings > ¿© ³² > sprite
Step 2 ¾ÆÀÌÅÛ > spr, act
Step 3 ¾Ç¼¼»ç¸® > ¿© ³² > spr, act
Step 4 accessoryid.lub, accname.lub, accname_eng.lub, spriterobeid.lub,
spriterobename.lub, spriterobename and (ENG).lub, 2dlayerdir_f.lub
Step 5
I fill in idnum2itemdesctable.txt, idnum2itemdisplaynametable.txt,
idnum2itemresnametable.txt, itemslotcounttable.txt
Step 6 iteminfo.lub
Step 7 item_DB
Result:
WHAT AM I DOING WRONG????
Check luafiles514/lua files/transparentItem/transparentItem.lub
Put:
{ insert_view_id, 255, 255, 25500 },
Before:
{ 0, 0, 0, 0}
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3 hours ago, lyleham said:
Hello Good day rathena,
I need some help on how my idea will work
here is the explanation and some example
I duplicated a Monster and modified some of its stats
What I need is 100HP Monster
and a 1HP damage receive per attack of player
and I already fix this parts of the modification
using
Modes:
IgnoreMagic: true
IgnoreMelee: true
IgnoreMisc: true
IgnoreRanged: true
this is the result, and this is perfect!
BUT, Check the second picture
Here is the problem,
When the player use a reflect buff like reject sword,. the monster will die easy if not 1hit (Because of 100HP).,
This part is I need some help, I want the reject sword or any reflect damage will have 1hp damage only or none at all.
I hope someone will have an idea on how to do it thank you
More power!case ST_REJECTSWORD: sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv)); break;
Reject Sword is triggering SC_AUTOCOUNTER (Knight skill Auto Counter or not sure if this one's exclusive for Reject Sword) for this so maybe you can try and do something at KN_AUTOCOUNTER in battle.cpp
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4 hours ago, amanikoko said:
You can basically just do it like this:
prontera,155,139,5 script ShenRon 10500,{ function LinkItem_; .@name$ = strcharinfo(0); .@rand = rand(.chances); .@i = 0; if( countitem(Item_ID1) < Amount && countitem(Item_ID2) < Amount && countitem(Item_ID3) < Amount ){ mes .n$; mes "You don't have any"; mes "Item_ID1 name xAmount"; mes "Item_ID2 name xAmount"; mes "Item_ID3 name xAmount"; mes "in your inventory."; mes " "; mes "Come back to me if you have it already."; close; } mes .n$; mes rand(2) ? ""+callfunc("F_Hi")+" ^0000FFI am Shenron^000000, of Prontera Rune-Midgard City." : ""+callfunc("F_Hi")+" ^0000FFI am Shenron^000000, of Prontera Rune-Midgard City."; mes "Required Item: "+.itm_a+" x "+(.itm_n$)+""; mes " "; mes "Would you risk to play this game?"; next; if( select("- Play Game","- Cancel") == 2 ) { mes .n$; mes "Alright! "+ strcharinfo(0) +" come back anytime you want."; close; } while (( .@rand -= .item_Rate[.@i] ) >= 0 ) .@i++; progressbar "0x11CC99",.loading; specialeffect2 EF_REMOVETRAP; getitem .item_ID[.@i], 1; delitem Item_ID1, Amount; delitem Item_ID2, Amount; delitem Item_ID3, Amount; announce "[ Shenron ]: Player "+ .@name$ +" obtained 1 x "+ getitemname(.item_ID[.@i]) +" with "+ .item_Rate[.@i] +"%.",0; mes .n$; mes "You have obtained 1 x ^FF3000"+ getitemname(.item_ID[.@i]) +"^000000 with "+ .item_Rate[.@i] +"%."; close; function LinkItem_ { .@id = getarg(0); .@showslot = getarg(1,0); .@slot = getitemslots(.@id); return "<ITEM>"+(.@slot&&.@showslot?getitemname(.@id)+" ["+.@slot+"]":getitemname(.@id))+"<INFO>"+.@id+"</INFO></ITEM>"; } OnInit: .n$ = "[ Shenron ]"; .loading = 1; // 0 = No Delay //.itm_p = 60796; // Required Item //.itm_a = 10; // Required Amount .itm_n$ = LinkItem_(.itm_p); setarray .item_ID, 7539,35434,35390,60043,60066,60081,60068,60147,60148,60149,60150,60151,60152,7179; // Item ID List setarray .item_Rate, 90,10,10,10,10,10,10,5,5,5,5,5,5,1; // Item ID Chances .@i = 0; while ( .item_ID[.@i] ) { .chances += .item_Rate[.@i]; .@i++; } end;
I'm sure there's a better way to do this, but simply can be just like this.
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5 hours ago, amanikoko said:
Good Day Rathenians,
I am currently using this Lotti Girl Script that i've found somewhere around here and was trying to add multiple items as requirement to play; however it always ended up needing just 1 item needed only.
in addition to that, item quantity seems not working as set too as when i've changed it to 10; player are still able to play by using 1 quantity only instead of 10 quantity.
Here's my script that im currently using.
Thanking you in advance for your kind help and support.
delitem .itm_p, 1;
to:
delitem .itm_p, .itm_a;
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9 hours ago, unrestricted said:
Well this is how it really works in pre-re (not sure in re)
VIT defense, or some people call it the soft DEF (or the + after the base def) works as final damage reduction (E.g enemy has 1000 damage to you, you have 100 vit-defense = literal -100 damage) and you gain 1 VIT def per every 1 VIT you have from base VIT or + VIT while base DEF (gained from armors & cards with DEF effects) gives you 1% physical resistance per base DEF (capped at 90)
I'm not sure with soft MDEF but it should work the same. Same with base MDEF
The status chances that can be resisted & reduce duration by base VIT are the following:
- Bleeding
- Curse
- Poison
- Silence
- Stun
Each base VIT grants -1% chance for them to proc.
You can read more here: https://irowiki.org/classic/Stats
P.S I'm not sure if iro classic follows exactly the same mechanics as kRO, but most are identical
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On 9/14/2021 at 7:39 AM, BlazingSpear said:
i think you are saying skill_cast_db
this is my skill_cast_db and skill_db
2813,0,1000,0,5000:10000:15000:20000:25000,3000,0,0
2813,0,0,4,0,0x01,0,5,0,0,0,0,0,0,0,0, MY_CUSTOM_SKILL,Custom Skills
It's because there's no more skill_cast_db on the latest rA.
Then try putting 3000 on duration2 as well
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5 hours ago, BlazingSpear said:
i used monsterignore as custom skill but the problem is when i use skill it will automatic enable monsterignore and then disable instant
how can i add skill duration in this custom skills? level 1 - 5 secs, level 2 - 10 secs, level 3 - 15 secs, level 4 - 20 secs, level 5 - 25 secs
status.c
case SC_CUSTOM_SKILL: // CUSTOM SKILLS nullpo_retr(-1, sd); if (!sd->state.monster_ignore) { sd->state.monster_ignore = 1; clif_displaymessage(sd->fd, msg_txt(sd, 1305)); // You are now immune to attacks. sd->state.monster_ignore = 0; clif_displaymessage(sd->fd, msg_txt(sd, 1306)); // Returned to normal state. } break;
Add Duration in skill_db
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1 hour ago, G-RO said:
Hello Everyone
I would like to duplicate my poring and turn it to baphomet sprite however, Mob avail is missing in the latest trunk.
can anyone give the steps to do it?thank you
https://github.com/rathena/rathena/blob/master/db/import-tmpl/mob_avail.yml
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13 hours ago, alexander03 said:
thnk u sir for reply,
i dont understand about it sir i look on it already, 100 percent means 200vit so how can i make more or what should i do to make no more vit affect status effect, iwant only equipments and cards can make immune or resist on status effectI just said make pc_status_def_rate to 0...
But i honestly do not know if this affects card resistances too so you better try
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20 hours ago, alexander03 said:
hello good day all, any body know how to how to disable the immune status effect when eve 500VIT like i said if somebody has 500vit he has immune to all status effect, i want to disable that and only items cards can immune status effect nor the vit so evenhe have 500vit or more still not immune to all status effect
conf/battle/status.conf
// Adjustment for the natural rate of resistance from status changes. // If 50, status defense is halved, and you need twice as much stats to block // them (eg: 200 vit to completely block stun) pc_status_def_rate: 100 mob_status_def_rate: 100
pc_status_def_rate to 0
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5 hours ago, Subzero said:
- Id: 30000
AegisName: Shadow Gear
Name: Shadow Gear
Type: Shadowgear
Locations:
Shadow_Left_Accessory: true
EquipLevelMin: 1
Refineable: false
Script: |
changebase 4060; },{},{ changebase Class;bonus2 bSubEle,Ele_All,5;
skill "PR_KYRIE",7;
bonus bStr,5;
i got error with this script
Try this:
Script: | changebase 4060; bonus2 bSubEle,Ele_All,5; skill "PR_KYRIE",7; bonus bStr,5; UnEquipScript: | changebase Class;
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12 hours ago, Xenduria said:
Good Evening Everyone!
I am looking for a script that will do change the MVP respawn timer with a variable amount that I can set. For example, Moonlight flower can respawn anywhere from 60secs > 120mins. This is an attempt for slowing down MVP camping by making it so the campers have no idea when it will spawn.
Thank you so muchYou can just edit them on npc/pre-re(or re)/mobs/dungeons or fields (wherever the boss is)
Example Moonlight on payon dungeon originally:
pay_dun04,120,115,0,0 boss_monster Moonlight Flower 1150,1,3600000,600000,1
Her spawn time is 60 mins - 70 mins
Initial spawn is 3600000 milliseconds = 60 mins
Possible delay spawn is 600000 milliseconds = +10 mins
Which makes it 60 ~ 70 mins
So if you want it 60 seconds - 120 mins:
pay_dun04,120,115,0,0 boss_monster Moonlight Flower 1150,1,60000,7200000,1
Initial spawn: 60000 milliseconds = 60 seconds
Possible delay spawn: 7200000 milliseconds = 120 mins
Which makes the spawn time 60 seconds ~ 120 mins.
Then you can just do this on any other bosses on their respective maps in mobs folder
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53 minutes ago, chadness said:
Hello everyone i would like to ask how to add specific effect if you have +9 armor for example if you have +9shoes[1] you will have extra +3% HP i hope i post this thread in the right section Thanks in Advance more power Rathena
if(getrefine()>8) { bonus bMaxHPrate,3; }
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27 minutes ago, macmac88 said:
thank you very much... i thought it was a percentage value where 1% you get the rare item and 100% you get the junk items or none.
what function in mind best describe my example, where 1% you get rare and 100% you get junk or vice versa?
You can basically still use rand for this.
You can do like this if you want it only 1%:
if (rand(1,100) == 1){ mes "Congratulations! You won!"; getitem 1161,1; // 1161 = Balmung } else { mes "Sorry, you lose"; getitem 909,1; // 909 = Jellopy }
Or if example you want to have 25% chance of getting a good item, you can do it this way:
if (rand(1,100) <= 25){ // If it picks numbers 1 - 25 = success else fail
There should be better ways to do this than the method above. Just search in the forums / google it
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18 hours ago, macmac88 said:
mga lodi paki explain naman paano kinocompute ung percentage ng rand function?
salamat po
Technically it's not percentage.
rand(7) = random between 0,1,2,3,4,5,6
rand(3) = random between 0,1,2
rand (1,5) = random between 1,2,3,4,5
rand function will always pick one random number depending on what you specified
So example:
if (rand(5) == 1){ mes "Number 1 was picked via rand!"; } else { mes "Either 0, 2, 3 or 4 was picked."; }
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1 hour ago, erick26 said:
Im just wondering how to make it work for my Happy Hour rates as i included it in the script but monster are getting doubled.
mob_count_rate: 200
Try:
setbattleflag "mob_count_rate",200,true;
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37 minutes ago, chadness said:
i already have those sir but how about in itemdb.yml
example
- Id: 60017
AegisName: AURASHEEN_WHT
Name: Aura Sheen
Type: Armor
Locations:
Costume_Head_Mid: true
EquipLevelMin: 1
View: 2015Do you mean showing a headgear costume that takes the slot of shadow armor / shadow accessory?
If that's what you're trying to do, i think it's not possible at the moment
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20 minutes ago, chadness said:
Hello Masters i would like to ask for help in my Costume Location , i Would like to make a Costume in Accessories and in Armors im using 2018117 and im using itemdb.yml can someone help me Thanks in advance
Shadow_Armor - Shadow Armor Shadow_Weapon - Shadow Weapon Shadow_Shield - Shadow Shield Shadow_Shoes - Shadow Shoes Shadow_Right_Accessory - Shadow Accessory Right (Earring) Shadow_Left_Accessory - Shadow Accessory Left (Pendant) Both_Hand - Right_Hand + Left_Hand Both_Accessory - Right_Accessory + Left_Accessory
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1 hour ago, kalabasa said:
skill "AL_DECAGI",1+getrefine();
but the skill exceeds to level 11
supposed to be level 10 only, can someone correct it for me
You just remove that 1
So should be:
skill "AL_DECAGI",getrefine();
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Damage is registered even before you get hit
in Source Support
Posted · Edited by Scylla
Thank you! Will try this out!
EDIT: This fixed it, thank you very much!