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GLeech

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Everything posted by GLeech

  1. You already answered all 3 questions you posted. And besides, mvp hp rate config was added to make it easier to modify mvp hp without editing them thu db.
  2. you have to get them from different repositories. and then do something like this yum --enablerepo=<repository name> install phpmyadmin
  3. I think it will be nice if we have this. Server owners will be able to control not just PC aspects but also mobs at it is very time consuming to modify mob details on db. Any thoughts?
  4. I would like to request a source mod that adds the ability to increase or decrease mvp damage. example taken from monster.conf mvp_hp_rate: 100 <--- Will increase mvp hp ...mod will look something like mvp_atk_rate: 100 <--- no increase/decrease in dmg (NORMAL DMG) ...when changed to mvp_atk_rate: 200 <---- Mvp damage or atk1 and atk2 from mob_db.txt will be increased by 2. I think it would be best to commit this in svn. Would be also good if we'll be able to control normal monster atk and hp.
  5. It seems that even the custom job changer from npc/custom/jobs/jobmaster.txt use this function so I'll just leave it untouched. Thanks for info sir Kenpachi..
  6. What will happen if I removed these codes from Global_Functions.txt? (Lines 49-87) function script F_ClearJobVar { // Misc --------------------------------- set JBLVL,0; set FIRSTAID,0; set PLAYDEAD,0; set got_bandage,0; set got_novnametag,0; // First Class Jobs --------------------- set job_acolyte_q,0; set job_acolyte_q2,0; set job_archer_q,0; set job_magician_q,0; set job_merchant_q,0; set job_merchant_q2,0; set job_merchant_q3,0; set job_sword_q,0; set SWTEST, 0; set job_thief_q,0; // Super Novice set SUPNOV_Q,0; // 2-1 Jobs ------------------------------ set ASSIN_Q,0; set ASSIN_Q2,0; set ASSIN_Q3,0; set BSMITH_Q,0; set BSMITH_Q2,0; set HNTR_Q,0; set HNTR_Q2,0; set KNIGHT_Q,0; set KNIGHT_Q2,0; set PRIEST_Q,0; set PRIEST_Q2,0; set PRIEST_Q3,0; set WIZ_Q,0; set WIZ_Q2,0; // 2-2 Jobs ------------------------------ set ROGUE_Q,0; set ROGUE_Q2,0; set ALCH_Q,0; set ALCH_Q2,0; set CRUS_Q,0; set MONK_Q,0; set JOB_MONK_C,0; set SAGE_Q,0; set SAGE_Q2,0; set DANC_Q,0; set BARD_Q,0; // Extended Classes set TAEK_Q,0; set TK_Q,0; set STGL_Q,0; set SOUL_Q,0; set GUNS_Q,0; set NINJ_Q,0; return; } base on its comment: ////////////////////////////////////////////////////////////////////////////////// // Function that clears job quest variables ////////////////////////////////////////////////////////////////////////////////// will it be ok if those codes were removed? Btw, i'm not using the default/official job changer..
  7. Currently the cause of skill delay is caused by the cool down system of renewal wherein a after using a skill, the cooldown commences and the icon of the skill shows a paw.. I tried using 3ceam with the same packetver and client date.. 3ceam doesn't have the paw thingy while rathena has.. Anyone can help me remove that? Things I have done: Edit db>pre-re/skill_cast_db.txt Edit conf>battle>skill.conf NO LUCK..... *bump* anyone?
  8. GLeech

    Const.txt

    Thank you very much, it cleared my confusion.
  9. GLeech

    Const.txt

    From db/const.txt, I find it confusing. Can someone please enlighten me these? Differences between: Job_Knight and Job_Knight2 Job_Lord_Knight and Job_Lord_Knight2 Job_Rune_Knight, Job_Rune_Knight_T, Job_Rune_Knight2, and Job_Rune_Knight_T2 I'm guessing Job_Rune_Knight is for normal job then skipped advanced class and changed to renewal class while Job_Rune_Knight_T is for those who are advanced class and changed to renewal class. Is this right? If it is, then the Job_Rune_Knight2 what is this for? ??????
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