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Peopleperson49

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Everything posted by Peopleperson49

  1. When you use a script that uses the menu or switch function, is there a way to get rid of the cancel button from appearing in the dialog box options? I see a lot of scripts that have options that are scripted to say something like: Yes, No, and Nevermind. Sometimes Nevermind could actually be used to give an item back if you choose not to carry out the rest of the script. For example, a useable item that buffs you. Once you click it it disappears and starts a script that gives you have the option to use it or not. If you choose not to then you get the item back and the script ends. However, if the player clicks the cancel button in the corner instead of going to Nevermind the scripts just ends and they don't get the item back at all. There might even be a command that doesn't put the cancel button. Peopleperson49
  2. Modifying the db may remove the value, but I'm trying to fix the problem! Peopleperson49
  3. I'm glad you got an answer, but I am curious why you picked the value of 104? Peopleperson49
  4. Please don't waste forum space with bumps. Anyways, I was already looking to find a solution to this, but you should try posting this in source support. It seems like common sense to me, but your not going to write a script to to adjust that. You either going to have to modify source files or a conf somewhere. That really isn't my area or I would help more. I know that it relates to a players crit (and possible would affect monster crit also), but try looking through src/map/pc.c or any of those files there until somebody responds that can help you. Peopleperson49
  5. I'm not sure what was happening with it, but it is listed twice there. I used "@cash 10" which said that I gave recieved ten cash points. When I went to my control panel I got the error below. This also happened with another person I had test it out. On top of that we can't buy anything from a cashshop with it. : DB error - Duplicate entry '0-#cashpoints-200063' for key 'PRIMARY'[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][color=#000000][font=Segoe UI][color=#000000][font=Segoe UI][color=#000000][font=Segoe UI][color=#000000][font=Segoe UI][color=#000000][font=Segoe UI][color=#000000][font=Segoe UI][Debug]: at inter.c:622 - INSERT INTO 'global_reg_value' ('type...[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] Peopleperosn49
  6. I understand the if( getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100) ) now. I didn't realize it was from the advanced refiner, but yea would allow you two chances to refine. I don't see why they don't just make it if( getequippercentrefinery(.@part*2)>rand(1,100)). It would do the same thing basically and one calculation should be easier to process than two and its less coding overall. I'm all about optomizing scripts! My refiner completely blows this the origional out of the water (on a nuclear scale) which is where I took that bit of code from. Peopleperson49
  7. I'm having this same issue with my SQL DB. The cashpoints save in my table as #CASHPOINTS and the cashshop tries to use #cashpoints. So you can add more cashpoints and even view how many you got, but when you use the cashshop its like you don't have any. Peopleperson49
  8. This should be what you want, I hope: 501,Red_Potion,Red Potion,0,50,,40,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 204; for( set @healtime,0; @healtime < 30; set @healtime,@healtime+1 ) { itemheal rand(45,65),0; sleep2 2000; } dispbottom "Your healing item has run out."; end; },{},{} Peopleperson49 For an item you would wear that heals you: 2208,Ribbon,Ribbon,5,800,,100,,1,,0,0xFFFFFFFF,7,0,256,,0,1,17,{},{ set @healtime,1; while(1) { if(@healtime==0) break; itemheal rand(45,65),0; sleep2 2000; } },{ set @healtime,0; }
  9. Emistry the getequippercentrefinery function you wrote above doesn't check the refine rate, it could actually be used to give a refine chance. Also rand(100) would give you numbers ranging from 0 to 99 and not 1 to 100. The if(getequippercentrefinery(.@part)>rand(100)||getequippercentrefinery(.@part)>rand(100)) says the same thing twice which I don't understand. I could have misread something somewhere and just mad a dick of myself, which wouldn't be the first time anyway. Try adding this to your script: mes "I have an average success rate of ^FF0000"+getequippercentrefinery(.@part)+"%^000000 to refine this to ^FF0000+"+(getequiprefinerycnt(.@part)+1)+"^000000. Do you still want to refine the ^008800"+getitemname(.@refineitemid)+"^000000?";
  10. I think you have to change the criticial back to work like it did in non-renewal mode like it used to work. Just a thought. I don't think its part of the renewal.h file, so you might have to do an actual source mod. Peopleperson49
  11. You could just do what I did and increased the novice job level to 30 and gave the pushcart and vending skills to them to learn before advancing. To make it work you do have to increase mammonite skill (only skill merchants really have to play with) to level 20 so that all skill points are used up at job level 50. You might think that level 20 is too much, but it actually makes the skill competitive with other free skills. Peopleperson49
  12. Happened with both 16265 and 16600. Peopleperson49
  13. In my global_reg_value there are two cashpoint entrys. One is #CASHPOINTS and another is #cashpoints. When I first setup my server I tried using them, but they always errored when you actually tried to buy something with them. It would show that your cashpoints increased and even that you had them, but when tried to use them the game would error and players client would crash. The server would indicate an error, something like invalad #cashpoints. It is giving me the following errors: : DB error - Duplicate entry '0-#cashpoints-200063' for key 'PRIMARY'[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][color=#000000][font=Segoe UI][color=#000000][font=Segoe UI][color=#000000][font=Segoe UI][color=#000000][font=Segoe UI][color=#000000][font=Segoe UI][color=#000000][font=Segoe UI][Debug]: at inter.c:622 - INSERT INTO 'global_reg_value' ('type...[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [color=#000000][font=Segoe UI]Peopleperson49[/font][/color]
  14. I think the previous update was 16265 and I updated to 16600. I deleted all old files and added the new revision, compiled, and started my server. I used the TortoiseSVN to obtain the latest files and it was fully updated to 16600. I didn't merge the files I replaced them completely, since they changed so much stuff with splitting out the RE vs PRE including the NPC folders they wouldn't just merge without more work than it took to start over. I tried that initally, but it got a crap ton of errors. Peopleperson49
  15. I see what its saying, but I don't know what it wants me to do. How do I actually clean my files to recompile? I have tried recompiling already. Can I change the PacketVersion to the same one in the mmo.h that I used before I updated? Peopleperson49
  16. Where do I find my client date? Peopleperson49
  17. I did a complete update to the server, however, I did not change anything on my client. The packet_db should have been updated when I update the files. I didn't notice it before, but my server does get the error: "chrif_authok: Data size mismatch! 1808 != 67344". Thanks. Peopleperson49
  18. I updated my server to rAthena version 16600, including modifying the SQL tables to include 'favorite'. I can open the client and select server. I put in my username and password it takes me to the next screen and can see how many characters are spost to be online. When I select my server I get the error, "CHARACTER_INFO size error!! character num 3 CHARACTER_INFO size: 136". After a few seconds it goes to the error, "Failed to Connect to Server". What does that error mean and how can I fix it? Thank you! Peopleperson49
  19. Since I am super anal about everything being perfect and to give something back I took all the card discriptions from the previous posts and put them in the "standard" format for everybody to use. I looked all over for updated data files of the cards, however, after much looking I didn't find any. If somebody can incorporate these changes in the master data files that would be awesome also! The only difference is that I put bullets on all my cards to make them look better, but that can easily be removed. Peopleperson49 4505# • MATK + 20 • MaxSP - 1% Class : ^777777Card^000000 Compound on : ^777777Accessory^000000 Weight : ^7777771^000000 # 4506# • DEX + 2 [^008800Archer Class^000000] • Every 3 refine increases DEX by 1. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4507# • Inflict 30% more damage to Scaraba enemies. • 30% chance of gaining 'Scaraba Summoning Scroll' item each time a Scaraba monster is killed. (Unimplemented) Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4508# • ATK + 20 • MaxHP - 1% Class : ^777777Card^000000 Compound on : ^777777Accessory^000000 Weight : ^7777771^000000 # 4509# • INT + 3 • Reduces damage from Insect monsters by 10%. [^333399Refine Rate >9^000000] • Reduces damage from Insect monsters by an additional 5%. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4510# • Add a chance of auto casting ^880000Deep Sleep^000000 on the enemy when attacking with short range physical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4511# • Add a chance of auto casting ^880000Silence^000000 on the enemy when attacking with magical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4512# • Increases effectiveness of your Heal by 3%. [^008800Acolyte Class^000000] • Every 2 refine increases your Heal by an additional 1%. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4513# • Inflict 2% more damage with Critical attacks. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4514# • Increase damage inflicted on ^777777Undead^000000 Property by 20%. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4515# • Reduce damage from ^FF0000Plant^000000 monsters attacks by 30%. Class : ^777777Card^000000 Compound on : ^777777Shield^000000 Weight : ^7777771^000000 # 4516# • DEF + 50 • FLEE - 25 Class : ^777777Card^000000 Compound on : ^777777Armor^000000 Weight : ^7777771^000000 # 4517# • INT + 2 [^008800Mage Class^000000] • Every 3 refine increases DEX by 1. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4518# • Enable a chance to ^880000Burn^000000 status on an enemy when you use physical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4519# • Increase damage inflicted on ^777777Angel^000000 monsters by 20%. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4520# • STR + 3 • Enable a high chance to cause ^880000Chaos and Fear^000000 status on an enemy when you use physical or magical attacks. Class : ^777777Card^000000 Compound on : ^777777Garment^000000 Weight : ^7777771^000000 # 4521# • Inflict 15% more damage with Critical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4522# • Enable a chance to cause ^880000Freezing^000000 status on an enemy when you use short range physical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4523# • Enchant Armors with the ^FF0000Water^000000 property. • Reduce damage from ^FF0000Fish^000000 monsters attacks by 10%. Class : ^777777Card^000000 Compound on : ^777777Armor^000000 Weight : ^7777771^000000 # 4524# • STR + 2 [^008800Swordman Class^000000] • Every 3 refine increases STR by 1. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4525# • FLEE + 10 • Enables the use of ^008800Level 1 Hiding^000000. • Enables the use of ^008800Level 1 Surprise Attack^000000. • Enable a chance to cause ^880000Bleeding^000000 status on an enemy when you use ^008800Surprise Attack^000000. Class : ^777777Card^000000 Compound on : ^777777Garment^000000 Weight : ^7777771^000000 # 4526# • MDEF + 50 • MaxSP + 5% Class : ^777777Card^000000 Compound on : ^777777Armor^000000 Weight : ^7777771^000000 # 4527# • DEF + 100 • MaxHP + 10% Class : ^777777Card^000000 Compound on : ^777777Armor^000000 Weight : ^7777771^000000 # 4528# • MATK + 2% • Every 2 refine increases MATK + 1%. • Every 2 refine increases Max HP -1%%. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4529# • ATK + 2% • Every 2 refine increases ATK + 1%. • Every 2 refine increases Max SP -1%%. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4530# • LUK + 2 [^008800Merchant Class^000000] • Every 3 refine increases LUK by 1. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4531# • Enable a chance to cause ^880000Curse^000000 status on an enemy when you use magical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4532# • Enable a high chance to use ^008800Level 1 Agility Up^000000 on yourself when you use physical attacks. Class : ^777777Card^000000 Compound on : ^777777Footgear^000000 Weight : ^7777771^000000 # 4533# • Enable a chance to cause ^880000Blind^000000 status on an enemy when you use magical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4534# • MaxHP + 12% • Enables the use of ^008800Level 5 Waterball^000000. Class : ^777777Card^000000 Compound on : ^777777Armor^000000 Weight : ^7777771^000000 # 4505#Scaraba_Card# 4506#Dolomedes_Card# 4507#Queen_Scaraba_Card# 4508#Gold_Scaraba_Card# 4509#Gold_Queen_Scaraba_Card# 4510#Miming_Card# 4511#Little_Fatum_Card# 4512#Parus_Card# 4513#Angra_Mantis_Card# 4514#Pom_Spider_Card# 4515#Alnoldi_Card# 4516#Comodo_Card# 4517#Cendrawasih_Card# 4518#Banaspaty_Card# 4519#Butoijo_Card# 4520#Leak_Card# 4521#Sedora_Card# 4522#Sropho_Card# 4523#Pot_Dofle_Card# 4524#King_Dramoh_Card# 4525#Kraken_Card# 4526#Weird_Coelacanth_Card# 4527#Dark_Coelacanth_Card# 4528#Mutant_Coelacanth_Card# 4529#Violent_Coelacanth_Card# 4530#Siorava_Card# 4531#Red_Eruma_Card# 4532#Wild_Rider_Card# 4533#Octopus_Card# 4534#Giant_Octopus_Card#
  20. That is true, didn't think of that, but outside of pvp/WoE it would probably help with leveling some. A healer wouldn't be limited to a party to see peoples health. Peopleperson49
  21. I will download that and give it a try for future errors. Thanks. Peopleperson49
  22. Since I added all my custom items to the num2... documents I have not had the error at all by myself or any of my players. Peopleperson49
  23. This might help some people with there clients issues. Its super easy to accidently remove your clients 'Regular Chat' box and be stuck with only the battle log box. I modified the files a bit to be better and also have a solid options setup (since the default ones seems a bit off). Use them if you wish, but it will help some people out. I tried to attach the files but it won't let me upload LUA files so I will put them in code boxes below. Create a backup of you original files. Open the ones in your RO folder and remove ALL the text there. Paste the information below in the document. If anybody needs the OptionInfo let me know, but its too long to put in a post. data\ChatWndInfo_U.LUA CanDragWnd = 0 ChatSubWnd_1 = { XPos = 0, YPos = 0, Width = 0, Height = 0, TabState = "On", TabName = [[Regular Chat]], option1 = 1, option2 = 1, option3 = 1, option4 = 1, option5 = 1, option6 = 1, option7 = 1, option8 = 1, option9 = 1, option10 = 1, option11 = 1, option12 = 1, option13 = 1, option14 = 1, option15 = 0, option16 = 0, option17 = 0, option18 = 0, option19 = 0, option20 = 0, } Peopleperson49
  24. What effects overall would enabling every player to see other players health have? Would it obiviously put some strain on the server, but would it cause widespread lag all the time? What other effects do you think it might have? Peopleperson49
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