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painrugi

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Posts posted by painrugi

  1. on conf/battle/monster.conf

    // Display some mob info next to their name? (add as needed)
    // (does not works on guardian or Emperium)
    // 1: Display mob HP (Hp/MaxHp format)
    // 2: Display mob HP (Percent of full life format)
    // 4: Display mob's level
    show_mob_info: 2
    

    work for all mob including mvp monster (not for guardian & emperium)

    • Upvote 1
  2. have you comment the map on  src/common/mapindex.h?

    // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
    // For more information, see LICENCE in the main folder
    
    #ifndef _MAPINDEX_H_
    #define _MAPINDEX_H_
    
    //File in charge of assigning a numberic ID to each map in existance for space saving when passing map info between servers.
    extern char mapindex_cfgfile[80];
    
    #define MAX_MAPINDEX 2000
    
    //Some definitions for the mayor city maps.
    #define MAP_PRONTERA "prontera"
    #define MAP_GEFFEN "geffen"
    #define MAP_MORROC "morocc"
    #define MAP_ALBERTA "alberta"
    #define MAP_PAYON "payon"
    #define MAP_IZLUDE "izlude"
    #define MAP_ALDEBARAN "aldebaran"
    #define MAP_LUTIE "xmas"
    #define MAP_COMODO "comodo"
    #define MAP_YUNO "yuno"
    #define MAP_AMATSU "amatsu"
    #define MAP_GONRYUN "gonryun"
    #define MAP_UMBALA "umbala"
    #define MAP_NIFLHEIM "niflheim"
    #define MAP_LOUYANG "louyang"
    //#define MAP_JAWAII "jawaii"
    #define MAP_AYOTHAYA "ayothaya"
    #define MAP_EINBROCH "einbroch"
    #define MAP_LIGHTHALZEN "lighthalzen"
    #define MAP_EINBECH "einbech"
    #define MAP_HUGEL "hugel"
    #define MAP_RACHEL "rachel"
    #define MAP_VEINS "veins"
    #define MAP_JAIL "sec_pri"
    //#define MAP_NOVICE "new_1-1"
    #define MAP_MOSCOVIA "moscovia"
    #define MAP_MIDCAMP "mid_camp"
    #define MAP_MANUK "manuk"
    #define MAP_SPLENDIDE "splendide"
    //#define MAP_BRASILIS "brasilis"
    //#define MAP_DICASTES "dicastes01"
    //#define MAP_MORA "mora"
    //#define MAP_DEWATA "dewata"
    //#define MAP_MALANGDO "malangdo"
    //#define MAP_MALAYA "malaya"
    //#define MAP_ECLAGE "eclage"
    //#define MAP_ECLAGE_IN "ecl_in01"
    
    // When a map index search fails, return results from what map?
    #define MAP_DEFAULT MAP_PRONTERA
    #define MAP_DEFAULT_X 150
    #define MAP_DEFAULT_Y 150
    
    const char* mapindex_getmapname(const char* string, char* output);
    const char* mapindex_getmapname_ext(const char* string, char* output);
    unsigned short mapindex_name2id(const char*);
    const char* mapindex_id2name(unsigned short);
    void mapindex_init(void);
    void mapindex_final(void);
    
    int mapindex_addmap(int index, const char* name);
    int mapindex_removemap(int index);
    
    #endif /* _MAPINDEX_H_ */
    
    
  3. hi Aerie, first i'd just say thank you for amazing free release.

     

    just simple question, where's the script for Cinematique.txt?. because there's list of that script on script_schallmar.conf. or that script has been deleted?

     

     

    EDIT : Where's i can get map file for ordeal_1-3, 1-4, 2-3, 2-4, 3-3, 3-4?. because i've got some error on map server when loading that map.

     

     

    Thx For Helping  /lv

  4. 
    

    //===== rAthena Script =======================================

    //= Euphy's Quest Shop

    //===== By: ==================================================

    //= Euphy

    //===== Current Version: =====================================

    //= 1.6b

    //===== Compatible With: =====================================

    //= rAthena SVN r16862+

    //===== Description: =========================================

    //= A dynamic quest shop based on Lunar's, with easier config.

    //= Includes support for multiple shops & cashpoints.

    //= Item Preview script by ToastOfDoom.

    //===== Additional Comments: =================================

    //= 1.0 Initial script.

    //= 1.2 Added category support.

    //= 1.3 More options and fixes.

    //= 1.4 Added debug settings.

    //= 1.5 Replaced categories with shop IDs.

    //= 1.6 Added support for purchasing stackables.

    //= 1.6a Added support for previewing costumes and robes.

    //= 1.6b Added 'disable_items' command.

    //============================================================

    // Shop NPCs -- supplying no argument displays entire menu.

    // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}};

    //============================================================

    prontera,164,203,6 script Quest Shop#1 998,{ callfunc "qshop"; }

    prontera,170,203,6 script Quest Shop#2 998,{ callfunc "qshop1"; }

    prontera,174,203,6 script Quest Shop#3 998,{ callfunc "qshop2"; }

    add as you need

    • Upvote 1
  5. what's your host OS?

    if linux family, you can type command # top on putty to see the memory used for map server...

     

    i think minumum recommended for rAthena is 512 MB of RAM... i suggest you to use 1GB of RAM  or more /no1  

  6. 
    

    - script PK System Minus -1,{

    OnInit:

    setarray .Map$[0], "artz_pvp", "prt_pvp";

    set .size, getarraysize(.Map$);

    end;

    OnPCKillEvent:

    if ( !getmapflag( strcharinfo(3), mf_pvp ) ) end; // only trigger in pvp maps

    attachrid killedrid;

    .@point_amt = 1; // point to minus

    if ( #KAFRAPOINTS - .@point_amt < 0 ) end; // prevent the value go into negative

    #KAFRAPOINTS = #KAFRAPOINTS - .@point_amt ;

    dispbottom "You have lost "+ .@point_amt +" Point of Honour.";

    dispbottom "Your Total Points are : "+ #KAFRAPOINTS;

    end;

    }

  7. hi, i'm use 2013-08-07 client and the problem is the weapon and armor storage list is changed.

     

    Example: i put a feather beret on storage but it goes to weapon storage list and vice versa when i put a knife on storage but it goes to armor storage list.

     

    how to fix this??

     

    thanks in advance ^_^

  8. on db/re/refine.txt

     

    // Level 1 weapons
    1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,18:0,18:0,18:0,18:0,18:0,17:300,17:300,17:300,15:300,15:300
    // Level 2 weapons
    2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0,18:0,18:0,18:0,18:0,18:0,17:600,17:600,17:600,15:600,15:600
    // Level 3 weapons
    3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0,18:0,18:0,18:0,18:0,18:0,17:900,17:900,17:900,15:900,15:900
    // Level 4 weapons
    4,700,5,1400,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0,8:0,8:0,8:0,8:0,8:0,7:1200,7:1200,7:1200,5:1200,5:1200
    

    on bold text for +11 and above..

    • Upvote 1
  9. try this one...

    prontera,154,184,5	script	Job Changer Warper	928,{
    mes "[Job Changer Warper]";
    mes "Hello "+strcharinfo(0)+" you want to go to job changer location";
    next;
    menu "Yes",-,"No",L_no;
    mes "[Job Changer Warper]";
    mes "What job location you want";
    switch(select("Swordman:Magician:Archer:Acoylte:Merchant:Thief")) {
    next;
    Case 1:
    	mes "[Job Changer Warper]";
    	mes "Good Luck";
    	warp "prt_in",84,103;
    	end;
    Case 2:
    	mes "[Job Changer Warper]";
    	mes "Good Luck";
    	warp "geffen_in",164,121;
    	end;
    Case 3:
    	mes "[Job Changer Warper]";
    	mes "Good Luck";
    	warp "payon_in02",54,10;
    	end;
    Case 4:
    	mes "[Job Changer Warper]";
    	mes "Good Luck";
    	warp "prt_church",184,36;
    	end;
    Case 5:
    	mes "[Job Changer Warper]";
    	mes "Good Luck";
    	warp "alberta_in",58,43;
    	end;
    Case 6:
    	mes "[Job Changer Warper]";
    	mes "Good Luck";
    	warp "moc_prydb1",43,127;
    	end;
    	
    L_No:
    	mes "Allright, see you later";
    	close;
    	
    	}
    }
    

    it's for job 1 only because i don't know very well the location of higher class..

    • Upvote 1
  10. so far i know no one item or card can add the status effect for frost joker skill.

     

    if you want that effect, try edit your source code for that skill...

     

    well i just edit my src/map/skill.c and found this line

    case BA_FROSTJOKER:
    		sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
                    break;
    

    and i added more effect on that line like this

    case BA_FROSTJOKER:
    		sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
    		sc_start(src,bl,SC_STUN,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
    		sc_start(src,bl,SC_CURSE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    

    it's working fine for me when i cast frost joke skill that have 3 status effect..

  11.  

     

     

    coba langtype nya 1 kk :)

    udah kk, tapi tetep aja ga mau pake baju nya

     

    Ohh, klo semua nya udah benar, mungkin Client nya masih baca sclientinfo bukan clientinfo :)

     

     

    di punya gw adanya clientinfo gan, sclientinfo dapetnya dari mana gan

    gw ubah langtype nya jadi 1 cm namanya doang yg kuning tp bajunya tetep ga berubah

     

    coba show clientinfo.xml ente disini...

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