Jump to content

Easycore

Members
  • Posts

    220
  • Joined

  • Days Won

    33

Everything posted by Easycore

  1. What do you mean with compatible with 20ff69e?
  2. Hi community, I would know how to change the new Quest Log: For Old Quest Log: I using rAthena revision 17698 , Data 2012-04-10 & exe 2012-04-10 RE_J. Regards
  3. I posted this topic because i have a problem with elemental damages, when the player receive physical damage, nothing reduced this damage. Only occurs with physical damages, magic are functional. Cards or equip with reduction by races also work. Ghostring Card: (Damage not reduced) 2x Deviling Card + Ghostring Card: (Damage not reduced) 4x Dustiness Card and Thunder storm received: (Damage reduced) It's so weird. Regards
  4. Hi, I saw that in "mob_skill_db" has a column used to mob talk: 9999,Example@Skill,chase,137,25,10000,0,10,no,target,always,0,,,,,,,19 <-- this I wonder where's located the file that contain these text, someone know? Regards and sorry for my bad english.
  5. In ".@weapon_type = getiteminfo( getequipid( EQI_ACC_L ),5 );" I change the EQI_ACC_L for EQI_HAND_R (ACC_L is for accesory). But all weapons takes "Case 2:" (One-hand sword) bonus :/ Well... the problem was that number of "getequipid" was wrong, the correct is 11.
  6. In ".@weapon_type = getiteminfo( getequipid( EQI_ACC_L ),5 );" I change the EQI_ACC_L for EQI_HAND_R (ACC_L is for accesory). But all weapons takes "Case 2:" (One-hand sword) bonus :/
  7. Sorry for my ignorance but I don't understand this... x.x. I tried make an script with array for that every time you kill, this give you a variable depending of the weapon equipped. but the script only gave "variable" with the first weapon of each array. Script: http://pastebin.com/Jx0tnXVw
  8. Hi comunity, I wonder if with "issequipped" can put a category of weapon that contain all weapon of this. For example isequipped(katar). Also i wonder if it's possible do this same with other thing how "arrays". Regards. Post-data: I'll use this for label OnNPCKillEvent when kill every mobs.
  9. I put correctly the directories (with "/"), but when run browedit appears this error.
  10. Maybe... but the problem is how to stopping the level at 250 :/
  11. Hi everyone, I would like a system wherein for level up for lv 250 to lv 260 either necessary complete a quest. leveling to lv 1 to 250 with killing monster (EXP). Sorry for my bad english. Regards.
  12. HI, i have a problem with sprite of dagger & bow custom. For dagger used id 13099 and bow 18499, but don't show the sprites custom. (I added the sprites correctly in data/sprite)
  13. 1>c:\users\herrera\rathena\src\map\status.c(2486): error C2065: 'wlv' : identificador no declarado 1>c:\users\herrera\rathena\src\map\status.c(2486): error C2065: 'r' : identificador no declarado 1>c:\users\herrera\rathena\src\map\status.c(2487): error C2065: 'wd' : identificador no declarado 1>c:\users\herrera\rathena\src\map\status.c(2487): warning C4047: '==' : 'int' es distinto en los niveles de direccionamiento indirecto de 'weapon_data *' 1>c:\users\herrera\rathena\src\map\status.c(2489): error C2065: 'wlv' : identificador no declarado 1>c:\users\herrera\rathena\src\map\status.c(2489): error C2065: 'r' : identificador no declarado 1>c:\users\herrera\rathena\src\map\status.c(2492): error C2065: 'wlv' : identificador no declarado 1>c:\users\herrera\rathena\src\map\status.c(2492): error C2065: 'r' : identificador no declarado 1>c:\users\herrera\rathena\src\map\status.c(12207): warning C4013: 'status_refine_bonus_clear' sin definir; se supone que extern devuelve como resultado int 1>c:\users\herrera\rathena\src\map\status.c(12215): error C2371: 'status_refine_bonus_clear' : nueva definición; tipos básicos distintos I use rathena 17698 and have this problem in compile
  14. this is my refine_db: // ============================================= // [Cydh] // [email protected] // ============================================= // Structure: // Type,RefineNumber,{ Script } // --------------------------------------------- // Type: // - 0 : Armor // - 1 : Weapon Level 1 // - 2 : Weapon Level 2 // - 3 : Weapon Level 3 // - 4 : Weapon Level 4 // --------------------------------------------- // RefineNumber: // - 1,2,3,...,20 // --------------------------------------------- // { Script } // - Works like { Script } on item_db.txt Look at doc/item_bonus.txt // ============================================= // NOTES: // - Every line must be written completely! // ============================================= // Examples: // 0,1,{ bonus bVit,5; } - Add 5 Vit for +0 Armors // 4,10,{ bonus bStr,5; } - Add 10 Str for +10 Level 4 Weapons // --------------------------------------------- 0,1,{ bonus bDef,1; } 0,2,{ bonus bDef,2; } 0,3,{ bonus bDef,3; } 0,4,{ bonus bDef,4; } 0,5,{ bonus bDef,5; } 0,6,{ bonus bDef,6; } 0,7,{ bonus bDef,7; } 0,8,{ bonus bDef,8; } 0,9,{ bonus bDef,9; } 0,10,{ bonus bDef,10; } 0,11,{ bonus bDef,11; } 0,12,{ bonus bDef,12; } 0,13,{ bonus bDef,13; } 0,14,{ bonus bDef,14; } 0,15,{ bonus bDef,15; } 0,16,{ bonus bDef,16; } 0,17,{ bonus bDef,17; } 0,18,{ bonus bDef,18; } 0,19,{ bonus bDef,19; } 0,20,{ bonus bDef,20; } I'm ussing this http://rathena.org/b...6-refine-bonus/
  15. I need a npc that refining armor to +20 but with percentages, eg: +10 = 40% +11 = 35% +12 = 30% +13 = 30% +14 = 30% +15 = 25% +16 = 25% +17 = 20% +18 = 20% +19 = 20% +20 = 15% and also having the function of Enriched Elunium. PD: I'm ussing Refine Bonus -> http://rathena.org/board/topic/81176-refine-bonus/ Sorry for my bad english.
  16. I have the same error, I'm using 3ceam Help pls
×
×
  • Create New...