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Posts posted by _Terra
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40 minutes ago, aleph075 said:
1) Help here
// Skills that bHealPower has effect on
// 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun,
// 32: Coluceo Heal, 64: Highness Heal, 128: Mediale Votum, 256: Dilectio Heal
skill_add_heal_rate: 487 <--- defaultThis is on the skill.config archive and do not know how to add varius skills. The 487 is the default numer, but... if i wanna add heals and sanctuary.... how i add both of them?
Just: skill_add_heal_rate: 24487 ??? Dunno
2) Is editable the penalty EXP by difference level between mob and user?? Where?
You can add a skill in pc.cpp (src/map/pc.cpp)
int pc_skillheal_bonus(map_session_data *sd, uint16 skill_id) { int bonus = sd->bonus.add_heal_rate; nullpo_ret(sd); skill_id = skill_dummy2skill_id(skill_id); if( bonus ) { switch( skill_id ) { case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break; case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break; case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break; case CR_SLIMPITCHER: if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break; case BA_APPLEIDUN: if( !(battle_config.skill_add_heal_rate&16)) bonus = 0; break; case AB_CHEAL: if (!(battle_config.skill_add_heal_rate & 32)) bonus = 0; break; case AB_HIGHNESSHEAL: if (!(battle_config.skill_add_heal_rate & 64)) bonus = 0; break; case CD_MEDIALE_VOTUM: if (!(battle_config.skill_add_heal_rate & 128)) bonus = 0; break; case CD_DILECTIO_HEAL: if (!(battle_config.skill_add_heal_rate & 256)) bonus = 0; break; } } for (auto &it : sd->skillheal) { if (it.id == skill_id) { bonus += it.val; break; } } return bonus; }
skill_add_heal_rate: 487 <--- means skill number designed, 1 = Heal Skill, 2 = Sanctuary Skill, etc so 487 means Heal + Sanctuary + Potion Pitcher + Cheal + highness heal + mediale + dialectio
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21 minutes ago, aleph075 said:
Me acordé que hablas español. La pregunta es si simplemente copiando el archivo en la carpeta correspondiente ya empieza a funcionar. O si hay que encriptar o compilar o algo.... Supongo que compilar "rAthena.sln", minimamente
Todo lo que tenga que ver con client side no se toca con el emulador, en este caso es client side y no tienes que compilar nada.
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19 minutes ago, aleph075 said:
Thx my dear. And how should "implement" this type of files? Just by copying the file on the right folder make it works?
You can download directrly trough this link: https://github.com/llchrisll/ROenglishRE
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Prueba cambiando
(BaseLevel/2)
por
status_get_lv(src)
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No se puede aumentar, lo que puedes hacer es que escale menos y ajustar el daño mágico de cada skill o también que no aumentele matk al llegar al máximo.
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2 hours ago, Syon said:
Looking for a paid solution to restore the old effects for certain skills, such as Sonic Blow, Arrow Vulcan, Bragi, Idun, and so on. Using client 2022-03-30. -
To solve clif_send error just edit this line:
specialeffect EF_HEAL, .gid[.@dupid];
to
specialeffect EF_HEAL;
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data/msgstringtable.txt
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3 hours ago, IsabelaFernandez said:
So, by default 5, if you have Bash lvl 10 you will have an equivalent 50% chance of causing the stun effect? and if I change it to 10 will it be 100%? Thanks in advance
5 means 5% stun chance and stun chance start at level 6 so when you have bash level 10 you have 25% then if you put 10 stun will increase 10% per level (50% at level 10).
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case SM_BASH: if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){ //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester] status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10, skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE); } break;
Stun % starts at level 6 so in this line: status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
on skill_lv-5 means 5% when you have bash lvl 6, if lvl 7 bash stun chance increases to 10%...
and base_level has a aditional chance to stun.
So you need change skill_lv-5 to skill_lv-10 that means every level you have 10% aditional chance.
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- Id: 40024 AegisName: Stone Blade Name: Stone Blade Type: Weapon SubType: Dagger Weight: 600 Attack: 73 Range: 1 Jobs: Alchemist: true Archer: true Assassin: true BardDancer: true Blacksmith: true Crusader: true Hunter: true Knight: true Mage: true Merchant: true Ninja: true Novice: true Rogue: true Sage: true SoulLinker: true SuperNovice: true Swordman: true Thief: true Wizard: true Locations: Right_Hand: true WeaponLevel: 1 EquipLevelMin: 1 Trade: NoDrop: true NoTrade: true NoSell: true NoCart: true NoGuildStorage: true NoMail: true NoAuction: true NoStorage: true
Trade had extra spaces.
If you're using notepad++ you can activate show symbol
It can activate in view window > show symbol > show white space and tab- 1
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Try sc_start4
EquipScript: | sc_start4 SC_Summer,-1,0,0,0,1; UnEquipScript: | sc_end SC_Summer;
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11 hours ago, Dolphin86 said:
Lift your sprite a little bit on X like 1 or 2
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18 hours ago, joyy95 said:
Seems like create clone use for max body 2 right? Thanks!!!
You can increase in conf/battle/client.conf
max_body_style: 1 <<< switch to 2
If you want to use third job sprites on second job class you need rename third job sprite file like you have a Royal Guard sprite in that folder °¡µå_³²_2 you need rename to Æȶóµò_³² -
You want use 3rd job japanese sprites on second trans job?
First you need put these sprites in sprite/Àΰ£Á·/¸öÅë/³²/costume_2 don't put directly these sprites you need rename it before.
For example you need rename MECHANIC_SPRITE_³² to ÈÀÌÆ®½º¹Ì½º_³²_2 so your Whitesmith will able to use that sprite.
And in your item script put this:
EquipScript: | setlook LOOK_BODY2,2; UnEquipScript: | setlook LOOK_BODY2,0;
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16 hours ago, Echoes said:
Hello rAthena,
My problem of today consist of the next:
Encoded as ANSI in .txt fileThere are hangul characters on the text of my scripts/chat/names such as on the example above, the correct sentence would be "¿En qué te puedo ayudar?" which means "How may I help you?" in English.
This problem occurs when I change my langtype to 0, since I need it to be 0 to some other text to work properly.So, after some testing I noted a diff option on WARP, it being
in which I set it to ANSI to let my words be words again (supposed to) but I haven't got any luck on that, yet.I request help on the matter without the option of changing langtypes
Help please, thanks!
Try using langtype 1 and uncheck customize font charset.
I'm using langtype 1 and works fine
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15 hours ago, ran0120 said:
It seems to only apply to the four major elements. How about for the other elements? Specifically poison?
You can create your own bonus resist based on elemental resist potion for example SC_ARMOR_ELEMENT_EARTH
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You can take a look:
SC_ARMOR_RESIST
Reference item: 12279 -
No, al momento de poner tu server pre-renewal estarás en el episodio 13.2 y el cliente no tendrá problemas con eso.
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Una vez que desactivas el modo renewal deberían desaparecer todos los npcs relacionados a Renewal.
En caso que haya alguno renewal solo lo buscas y lo desactivas colocando un // en los archivos .conf que están en la carpeta NPC.- 1
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Es dificil saber el origen en base a cuántas modificaciones le hiciste a tu emulador.
Podrías probar esto: https://github.com/rathena/rathena/wiki/GDB -
doc/script_commands.txt
*ignoretimeout <flag>{,<char_id>}; Disables the SECURE_NPCTIMEOUT function on the character invoking the script, or by the given character ID/character name. Valid flag: 0 - Enabled SECURE_NPCTIMEOUT. 1 - Disable SECURE_NPCTIMEOUT. Note: SECURE_NPCTIMEOUT must be enabled for this to work.
Can't create characters if name starts with [GM]
in General Support
Posted
You can modify a name on your SQL Tables