Jump to content

TiMz

Members
  • Posts

    192
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by TiMz

  1. I tried a couple of the mods but none of them seems to work as I wanted them to. I can't seem to figure out a way of putting a delay for @jump only when attacked by a player, not including monster attacks or when using skills in general. Does anyone know a quick src edit for this or perhaps a bind script? Thank you!!
  2. How to include @jump in this?
  3. So the script was working for SVN 17+ but when I downgraded back to 16+, I keep getting errors such as [Error]: npc_parsesrcfile: Unknown syntax in file 'npc/abc/hourpoints2.txt', line '1'. Stopping... * w1=- script hourlypoints -1,{ * w2= * w3= * w4= Here's the script I'm using. - script hourlypoints -1,{ //--Start of the Script OnPCLoginEvent: attachnpctimer ""+strcharinfo(0)+""; initnpctimer; end; OnTimer60000: set @minute, @minute + 1; if(@minute == 20){ set @minute,0; set .@point_amt, 2; //Points to get every hour (default: 10) if(checkVending()== 1) { dispbottom "The hourly points event haulted because you were vending, chatting, or idle."; stopnpctimer; end; } else { set #CASHPOINTS, #CASHPOINTS + .@point_amt; dispbottom "You received "+.@point_amt+" cash points for staying in-game for 20 minutes."; dispbottom "Current Balance = "+#CASHPOINTS+" Cash Points"; set @consecutive_hour, @consecutive_hour + 1; } } if(@consecutive_hour == 1) { set @consecutive_hour,0; set .@cpoint_amt, 10; //Points to get for 12 Consecutive hours (default: 50) set #CASHPOINTS, #CASHPOINTS + .@point_amt; dispbottom "You received "+.@cpoint_amt+" bonus cash points for playing for 1 hour."; dispbottom "Current Balance = "+.@point_var$+" Cash Points"; } stopnpctimer; initnpctimer; end; } //--End of the Script
  4. Yes it has been like that but the damage calculations and the other changes I've listed above are still so different from my SVN 16+ pre-re server compared to this 174+ one.
  5. So what exactly do I have to change below to make my server completely pre-renewal based? What I did was backslash all the renewal hashtags but it still seems like the server is still using renewal calculations against my will. And yes i recompiled. I was happy with svn 16+ but a lot of the new npc scripts weren't running anymore and every time a bug would come up the only response I get from others was to upgrade, so there I did it but now it's even more messed up pvp wise. Examples of some of the probs on top of my head: Soul Destroyer bypassing pneuma, tatami etc, Damage output from some skills were too high, some mobs would only receive 1 damage for no reason even with 1k all stats. Refine doesnt add defense, the list goes on. SVN 17500+ SHR server. Is there other areas that should be configured? // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _CONFIG_RENEWAL_H_ #define _CONFIG_RENEWAL_H_ //quick option to disable all renewal option, used by ./configure //#define PRERE (I also tried this without backslashes, still the same outcome) #ifndef PRERE /** * rAthena configuration file (http://rathena.org) * For detailed guidance on these check http://rathena.org/wiki/SRC/config/ **/ /** * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder **/ /// game renewal server mode /// (disable by commenting the line) /// /// leave this line to enable renewal specific support such as renewal formulas //#define RENEWAL /// renewal cast time /// (disable by commenting the line) /// /// leave this line to enable renewal casting time algorithms /// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats. /// example: /// on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a /// "fixed cast time" which can only be reduced by specialist items and skills //#define RENEWAL_CAST /// renewal drop rate algorithms /// (disable by commenting the line) /// /// leave this line to enable renewal item drop rate algorithms /// while enabled a special modified based on the difference between the player and monster level is applied /// based on the http://irowiki.org/wiki/Drop_System#Level_Factor table //#define RENEWAL_DROP /// renewal exp rate algorithms /// (disable by commenting the line) /// /// leave this line to enable renewal item exp rate algorithms /// while enabled a special modified based on the difference between the player and monster level is applied //#define RENEWAL_EXP /// renewal level modifier on damage /// (disable by commenting the line) /// // leave this line to enable renewal base level modifier on skill damage (selected skills only) //#define RENEWAL_LVDMG /// renewal ASPD [malufett] /// (disable by commenting the line) /// /// leave this line to enable renewal ASPD /// - shield penalty is applied /// - AGI has a greater factor in ASPD increase /// - there is a change in how skills/items give ASPD /// - some skill/item ASPD bonuses won't stack //#define RENEWAL_ASPD #endif #endif // _CONFIG_RENEWAL_H_
  6. Does anyone know another way around this script? I tried making this unlimited by adding "getitem" in the script but from time to time of usage the item multiplies. And since I want this to be sellable I can't just put an item restriction to it. How can I stop it from multiplying at certain times?
  7. So if it's ac_concentration, what would the item script look like. Since I was using sc_start, which doesnt work with that.
  8. Yes I tried using item script "sc_concentrate" but it only gives the buff effect but doesn't reveal hidden units.
  9. I've been trying to replicate the effect of Attention Concetration of archers that reveals hidden opponents. Is there a way to add this as an item script without using "useskill?" Just the part of the skill that reveals hidden units. After which I'll add my own sc_start effect and own graphic effect. I just really want to know the isolated script that will reveal hidden units after casting.
  10. I'm using pre-re, I also want to know how to make Soul Destroyer miss against pneuma and reverse tatami just like before. Seems like the skill was changed after the updates.
  11. Post your db/re/job_exp.txt or db/pre-re/job_exp.txt For the drop rate instead of : Try this: Then if it's too low just adjust the first and second values ONLY.
  12. You'll have to show us the steps you've made for the custom item. 1. DMG CAP, give us an example. 2. Max Health, mob_db.sql 3. Max Damage, mob_db.sql
  13. Most of your data are stored via SQL. So no. But the changes you've made at your SRC folder can cause conflicts with the update.
  14. You can check out this link for more info about the transition to GIT. http://rathena.org/board/topic/85124-now-available-on-github/
  15. TiMz

    WoE Reward NPC

    Bumping this old topic. I really like this script since it's quite simple and optimized. But having same prob with xRyu, rewards are generated each time woe ends. So basically if you own a castle at kriem, each time woe ends for payon, alde and geffen you can keep claiming new rewards for your castle in kriem. Is there any fix to this?
  16. What happens when you try this. // Login Server IP // The character server connects to the login server using this IP address. // NOTE: This is useful when you are running behind a firewall or are on // a machine with multiple interfaces. login_ip: 192.168.1.4 // The character server listens on the interface with this IP address. // NOTE: This allows you to run multiple servers on multiple interfaces // while using the same ports for each server. //bind_ip: 192.168.1.4 // Login Server Port login_port: 6900 // Character Server IP // The IP address which clients will use to connect. // Set this to what your server's public IP address is. //char_ip: 66.108.242.58 // Character Server Port char_port: 6121 And by the way, is your server running at the moment? IP seems to be dead.
  17. Amazing job DevilEvil, hoping to see more of your creativity. : )
  18. The clouds seem fine.

  19. That's pretty simple. You may use Emistry's coin exchanger and set the item ID according to your needs.
  20. You should double check both data folder or .grf if the hair palettes are on the correct directory.
  21. I believe loading an existing map would be your only option at the moment since you really want to work using r586. It's hard to believe that the largest map available is still not enough for your your needs. Not to mention the tedious lighting calculation for each adjustment made.
  22. Some skill delays are set through source editing. An example would be the "Asura Strike" delay after using body relocation. The client file you are talking about is merely just the sprite file of a certain job class. Each job sprite was made with a certain animation time length that would match their respective skills. Like how an assassin can only use "Sonic Blow" 1-3 consecutive times then gets a short delay. Your best bet at the moment would be to use "harmony" on your server, so you can preserve the original delay settings of RO.
  23. Bump! Has anyone experienced this?
  24. Were you able to fix this? I can't see cloaked players using mob suits even with mayap.
×
×
  • Create New...