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Scylla

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Posts posted by Scylla

  1. 1 hour ago, sapitosucio said:

    The only thing that it comes to my mind is this 

    On conf/battle/battle.conf

    // Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
    // NOTE: The official setting is yes, even though it degrades performance a bit.
    delay_battle_damage: yes

    Thank you! Will try this out!

    EDIT: This fixed it, thank you very much!

    • Love 1
  2. 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!

  3. 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; }

     

  4. 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

    image.png.839b3bda7a806ed182828c656a173930.png

    image.png.d8be7e396d3feb528d94116d4942ba11.png

    image.png.75137254a27d2e4df7dae0aa86946bbc.png

     

    Step 2 ¾ÆÀÌÅÛ > spr, act 

    image.png.aa6df5669a89bb8ef0275f78fa08c940.png

    Step 3 ¾Ç¼¼»ç¸® >  ¿© ³² > spr, act

    image.png.bdf00721df30fa15cbd1aedef085ddf2.png

    Step 4 accessoryid.lub, accname.lub, accname_eng.lub, spriterobeid.lub, 

    spriterobename.lub, spriterobename and (ENG).lub, 2dlayerdir_f.lub

    image.thumb.png.b4ee37c9d2c6d5aeb724f7da6f148c13.png

    image.thumb.png.8a6e8aef63931bad81685a4e7960048d.png

    image.thumb.png.57518e8f0febeea27dae62e050978b72.png

    image.thumb.png.6dea2e13353469b99104812cb6a8f797.png

    image.thumb.png.8f6268dfeaeedf3b6d1c63e0a794c44d.png

    Step 5 

    I fill in idnum2itemdesctable.txt, idnum2itemdisplaynametable.txt, 

    idnum2itemresnametable.txt, itemslotcounttable.txt 

    Step 6 iteminfo.lub 

    image.thumb.png.d351523cebc2892fdafdcfd2c237e73d.png

    Step 7 item_DB

    image.thumb.png.f984eaf0d52b8187cf0b37c383434822.png

    Result:

    image.thumb.png.7513cf33ba3e23bafc0230b5198f72d0.png

    WHAT AM I DOING WRONG????

    Check luafiles514/lua files/transparentItem/transparentItem.lub

    Put:

    { insert_view_id, 255, 255, 25500 },

    Before:

    { 0, 0, 0, 0}

     

  5. 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

    help1.thumb.png.84d2d52907675d7431c9b4b84ab64959.png


    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.

    help2.thumb.png.daf70e8b3d098d0eb91327dd22f57783.png

    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

     

  6. 4 hours ago, amanikoko said:

    Thank you very much Sir @Scylla !!!

    You helped me solved the Item Quantity error.

    Hopefully you're able to help me with the Multiple Item too...

    Once again thank you for your help and respond Sir @Scylla !!!!!!

    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.

  7. 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.

    image.thumb.png.635b0d6b9ea62dd179209b0b0141af4e.png

    Here's my script that im currently using.

    Thanking you in advance for your kind help and support.

    lottigirl.txt 1.84 kB · 0 downloads

    delitem .itm_p, 1;

    to:

    delitem .itm_p, .itm_a;

     

    • Upvote 1
  8. 9 hours ago, unrestricted said:

    When you add base vit and int, it adds up to the bonuses and not to the base mdef and def.
    It also affects duration of freeze and stun status because of this.

    image.png

    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

  9. 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

     

  10. 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

  11. 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 effect

     

    I 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

    • MVP 1
  12. 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

    • Upvote 1
  13. 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;

     

  14. 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 much ❤️

    You 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

    • Upvote 1
  15. 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; }

     

    • Upvote 1
  16. 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 ?

    • Love 1
  17. 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.";
    }

     

    • Upvote 1
  18. 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;

     

  19. 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: 2015

    Do 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

    • Love 1
  20. 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 ❤️

    rathena/doc/item_db.txt

    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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