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behelit

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Everything posted by behelit

  1. I'm just curious... How extensively did you test it? Here are the facts: skill ???,1,3; works on every other skill I've tried. And indeed works on Play Dead... until you logout, change equipment, or change maps. Any of these things will make the skill disappear. You can use something like onpclogin, and Play Dead indeed shows up... until you logout, change equipment, or change maps. Then it's gone. This also tells me it's not a lua issue. There is something, server side, which automatically removes Play Dead from classes other than novice when you logout, change equipment, or change maps. THATS what I'm trying to fix. I want to permanently give some classes the Play Dead skill, and that simply isn't possible with your solution. Got anything else?
  2. Well, I tested it and it does not work, sir. If you use normal skills, such as warp portal or greed, it works. If you use play dead, it does not. Why would I need to use onpclogin for play dead, when I DO NOT for other skills?
  3. This does not work. I tried: addtoskill 143,1,3; and addtoskill 143,1,0; There seems to be no difference between that and the skill command. The Play Dead skill will not stick if not a novice class.
  4. Hello! I want to give job classes other than novice the "Play Dead" skill... But when I try using a script, the results are always temporary. It will be lost when the user logs off or changes equipment. I've tried the following: skill 143,1,0; skill 143,1,3; But neither seems to make it "stick". How do I permanently give jobs other than novice the Play Dead skill?
  5. Thanks for this, I was able to use this code to improve the existing @stats command!
  6. Found a solution here... https://github.com/rathena/rathena/commit/f98a0b97d5b19b6001bf2fdd4ac5d4ec0c6412d6
  7. Hi! As the title says, I'm using Fedora 33 for ARM on a Raspberry Pi 3 (model b, rev2). I was able to get things working (barely) using code from an old server, so I know it technically works with this setup... But I'm running into issues when I try to compile a fresh server from scratch. No errors when compiled normally. Then, with --enable-debug, I'll get almost to the end and this happens: CXX instance.cpp In file included from instance.cpp:12: instance.cpp: In function ‘int instance_npcinit(block_list*, va_list)’: ../common/nullpo.hpp:45:27: error: invalid cast from type ‘va_list’ to type ‘void*’ 45 | if (nullpo_chk(NLP_MARK, (void *)(t))) {return(ret);} | ^~~~~~~~~~~ instance.cpp:308:2: note: in expansion of macro ‘nullpo_retr’ 308 | nullpo_retr(0, ap); | ^~~~~~~~~~~ instance.cpp: In function ‘int instance_npcdestroy(block_list*, va_list)’: ../common/nullpo.hpp:45:27: error: invalid cast from type ‘va_list’ to type ‘void*’ 45 | if (nullpo_chk(NLP_MARK, (void *)(t))) {return(ret);} | ^~~~~~~~~~~ instance.cpp:322:2: note: in expansion of macro ‘nullpo_retr’ 322 | nullpo_retr(0, ap); | ^~~~~~~~~~~ instance.cpp: In function ‘int instance_addnpc_sub(block_list*, va_list)’: ../common/nullpo.hpp:45:27: error: invalid cast from type ‘va_list’ to type ‘void*’ 45 | if (nullpo_chk(NLP_MARK, (void *)(t))) {return(ret);} | ^~~~~~~~~~~ instance.cpp:336:2: note: in expansion of macro ‘nullpo_retr’ 336 | nullpo_retr(0, ap); | ^~~~~~~~~~~ make[1]: *** [Makefile:84: obj/instance.o] Error 1 make[1]: Leaving directory '/home/ragnarok/rAthena/src/map' make: *** [Makefile:50: map] Error 2 The end result is, when I attempt to start the server, the map server will disconnect after a few seconds, kicking all the offline vendors off and preventing new logins. Has anyone had this issue before? Any insight into resolving this issue would be greatly appreciated.
  8. I hope this is the right section for this. What does the --enable-debug switch do exactly? I see it talked about in the docs, but there is no mention of what the actual effects are. If the map server crashes, for example, will it spit out detailed errors to stdout? Does it make the console output more informative? What's going on here?
  9. I have a NPC that grants enchantments to costume items. I was wondering, would it be possible to make a NPC that takes an enchantment from a costume item you are wearing, then transfers it to an item you have in your inventory? The desired result would go something like this: 1. Talk to NPC and pick costume with enchantment (worn). 2. Pick from a list of costume items of the same type inside the inventory. 3. The enchantment is then removed from the worn item, and transferred to the chosen item in inventory. Any help would be appreciated.
  10. That's what I've been doing, but it's somewhat time consuming. It would be nice if there was a quick reference so players could just "know" without having to look at C++ code. It's unrealistic to expect players to be able to read it.
  11. I've been looking for some kind of documentation that shows me the current skill formulas for rAthena, but I've been coming up short. Does www.ratemyserver.com have the correct formulas? If not, what does?
  12. Hello. In testing the Earth Shaker skill, I noticed that the damage output is always the same, regardless if the enemy is hidden or visible. It appears that the skill is doing the full "hidden" damage on all mobs (no matter what). Why is this happening?
  13. I don't think that's it, the pre-requisite skills are used. Besides, you can't click on the skill to add points without the pre-requisite skills, right? I can add points, I just can't apply them.
  14. Hello. Just what the title says, I cannot apply points to the Sura skill "Earth Shaker". I can click on the skill, and points are added... But when I click apply, it resets back to zero and the points are refunded back. Why is this happening?
  15. A little more information? The steps vary depending on your OS and setup. However, here are some links to get you started: https://github.com/rathena/rathena/wiki/Install-on-Windows https://github.com/rathena/rathena/wiki/Install-on-Centos https://github.com/rathena/rathena/wiki/Install-on-Debian https://github.com/rathena/rathena/wiki/Install-on-FreeBSD
  16. Um... I asked two questions and that isn't the answer to either one of them. I know how to enable crashcore dumps.
  17. Today, I encountered a issue where a player was causing my map server to crash. Luckily, they were communicative and I was able to figure out what they were doing... They were simply using the "remove trap" skill. But there were several other people online and it just looked bad all around, in my opinion. I got the code fix from here https://github.com/rathena/rathena/issues/4605 , recompiled my server and everything was fine. However, this raises a question. How can something like the use of a common hunter skill cause the entire map server to crash? Doesn't C++ have some form of exception handling to prevent this?
  18. I never saw that kind of traffic even when the game was in Beta. Haha
  19. I just realized today that a lot of my custom NPCs in Izlude were only working part of the time, causing all kinds of issues with new players. Then I realized it was because I wasn't making duplicates for all the alternate starting locations. Which leads me to the question... What's the point of alternate starting points? Doesn't this pointlessly complicate things? Wouldn't you WANT new players to see each other and have access to the "real" Izlude? It can't be because of traffic... If Prontera can handle hundreds of players at once, I'm sure Izlude can handle any conceivable influx of new players.
  20. behelit

    Division RO

    DIVISION RAGNAROK ONLINE: EPISODE 2, ZOMBIE APOCALYPSE! After the events of Phantasmagorika and Episode 1, a lot has changed. The barrier between worlds, known as the Division, has become weaker. The barrier is weakest at night, allowing extremely strong beasts from parallel dimensions to invade. Most of the human population has been turned undead by a plague unknown to magic or science, presumably from one of these parallel dimensions. Scientists think it may be a result of events in Phantasmagorika. This has wiped out virtually everyone in the world, leaving a small percentage of those who are immune. The survivors have fled the mainland to Moscovia, where the last human fortress still stands. Doctor Schura seems to think it’s possible to strengthen the barrier and stop the invasion, but time and resources are tight. The last thing you remember is a crash before being knocked unconscious. You were on a boat of survivors on your way to Moscovia. You awake to find yourself at Moscovia’s docks. The first step is to find some people to help make sense of this hellish new world. Can you solve the mysteries of the Dark Dimension? Find out on Division RO! Join us on discord: https://discord.gg/DDMySvrWW2 Register here: https://docs.google.com/document/d/17jhFYM4J8k6I6bh4Yb1qW38VnVG40BH4ELnKSlSxGOs
  21. I actually found everything I needed here: https://github.com/llchrisll/rAthena-Scripts/blob/master/requests/costume_enchant.txt Great script!
  22. Hello! I'm requesting a simple Malangdo Costume Enchant script so I can understand the mechanics involved... And in turn expand on it to make a proper Malangdo Costume Enchant NPC. I would like it to work in the following way: 1. Accepts two items that can be dragged and dropped like selling items in a shop. A enchant stone and the costume to be enchanted. 2. A if condition checks to see if the costume is an appropriate match for the type of stone used (both are high/mid/low headgear or garment). 3. The stone is removed from inventory and the resulting Enchanted Costume items is created. I only need a working example for a single costume/stone pair... I don't need 700 lines of confusing arrays and over half a dozen NPCs like this script... Edit: Something based on the Card Remover NPC might work too, where it checks to see if you are wearing a custom item and asks you to select from available stones.
  23. So, I have this simple script that spawns a mob... Then re spawns that mob after 1 hour has passed if you kill it: - script sample_npc_mob -1,{ OnTimer3600000: // 1hour OnInit: monster "prontera",78,95,"--ja--",1153,1,strnpcinfo(3)+"::OnKill"; end; OnKill: initnpctimer; end; } How would I modify it so that instead of OnKill, it loops based on the following criteria: Start timer -> Spawn mob after 30min -> Kill mob after 60min ? I only want the mob to be alive for 30min during the second half of the 1 hour loop.
  24. Sorry, still in the semi noob zone here.
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