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Everything posted by Antares
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Wow, thanks for the script!! I didn't think of that. Yes, I mean to store the channels the player joined, because as from now #main will be joined automaticall upon logon (with your script), but we don't want to annoy people wo don't want main chat and leaves it. So join by default, but if someone leaves, don't join main upon further logons. But with the use of scripts, I think I'll be able to do something like this. Thanks again!
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Hi! Is it possible to make players join to the #main channel by default when they log in? It would be also nice if the status of #<channels> would be stored for every player (joined / not joined), but this is only a nice-to-have
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What whas that half a day downtime yesterday? I was like ARE YOU KIDDING ME!?!?. I'm happy it wasn't the same story again
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Well, they are massively played multiplayer online games : CS:1.6 / Source ^^ If you mean +rpg, well I tried a few, and maybe Rappelz lasted the longest, but I don't like the new jumping, shining, screaming mmorpgs. I stay with RO. At least the characters are not screaming upon every attack like a japanese loli pornstar ^^ Maybe I will try ESO some day, because I liked the single player ones, but currently I'm busy with rl 'n other things
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I used assax soul breaker hit n run. I did about 10k dmg without much effort. Ofc you need to clean the place from mobs, but other than that it's an easy ride. At least it was a some time ago. Did they change it to 1dmg mob? O.o
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I love you Betty I love you Sissy I love you Phil I love you 3834! (Just a tatto I saw. A similar one, ofc )
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I prefer low rates, with floating rates (1/1/1 with daily completable server rate quest up to 2/2/2). This way the character still has value and the game is interesting, but when you need to level, you can complete the rate quest, use battle manual, exp buffs, and with that you can level faster and it won't get boring Why I don't like Mid rates is because usually I max out a character in a week or so and after that it gets boring for me (Not the goal, but the journey is that makes it interesting ) I tried highrates as well, but other than woe servers, it's not fun to me at all. Especially with high stats and custom stuffs. It's just pointless to me.
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Not bad.. But this is more technical than I think of, and it is a mainly forum topic of suggestions, which is not very organized, and many things are missing. I think of something more like a documentation, a plain text doc without the discussions and etc, only with the results. Btw thx for the link! It's a good thing to start with
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Hi! I originally posted this @ Hercules boards, but I think this would be nice to implement here as well: http://hercules.ws/board/topic/937-hercules-feature-tracking/ PS: Sry for copying from Herc. I didn't have time to rewrite all of this, and since many users are present on both forums it would look strange to post the same thing
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Is there some info when to expect the first bits of WOE: Third Edition? I'm not asking because I'm eager to get this, but because we have a custom woe controller, and if this gets implemented I need to include it. Btw is there any info about this? I'm curious how it's working Thanks!
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In case of random returning 0 which one will display "a"? setarray .myarray[0], "a", "b", "c", "d", "e"; $foo = rand(0,4); if($foo){ mes .myarray[$foo]; } or setarray .myarray[0], "a", "b", "c", "d", "e"; $foo = rand(0,4) + 1; if($foo){ mes .myarray[$foo - 1]; }
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Hi! I read the guide on scripting and this made me think: Does this mean that a varable with 0 is the same as null (variable not declared)? I need to store the index of an array, that can be any number between (incl) 0 and 19. I have checks not to execute the array indexing, if the index is not set [ if ($var != null) ] Do I have to rewrite my index variable to store numbers between 1 and 20 and when indexing the array reduce it by one?
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I helped in gathering data, so I know that this is official (at least it was when RE came out). My problem is the following: Concentration potion: +4 aspd Awakening potion: +6 aspd Berserk potion: +9 aspd Since the formula is bonus = ((agi/200)*additive_bonuses) You need Concentration potion: 50 AGI Awakening potion: 33 AGI Berserk potion: 22 AGI for 1 points of ASPD increase from the corresponding potions. This looks ultra stupid, when you take in account the level from which the potions are usable from: Concentration potion: Base ALL Awakening potion: Base 40 Berserk potion: Base 85 So the result is that if you are a class, for example Thief, that can use both Awa and Conc, you will never use Cocn, because by the time you can achieve 50 agi for only 1 aspd increase, you will already be Base Level 40 and thus able to use Awa, which will give "almost 2aspd". This renders the Conc potion useless for every low level characters. The only ones interested in it will be the ones who can use only conc.. This makes conc pot a waste of money for almost all classes, and leaves newbs without any aspd increase. Is this still the official way for aspd bonuses? Because this AGI/200 thing ruins it all... //+++ I tested a bit more and I see that the situation is maybe not as drastic as I described. The base and bonus aspd calculation is done with float values, so when you have 26 agi, the aspd is half way there for the next value, so adding a 0.5 aspd, that comes from the conc pot kicks the aspd to the higher value. So actually conc pot will give +1aspd from 26agi, because of this. But this is still not a relief for absolute beginners... So the "no level restriction" for concentration potion is still a bit pointless. Yes, don't buy it if it's useless, but what I'm trying to say is that the current system penalizes the low ones and rewards the higl lvl characters more than I think it would be appropriate. Since many balance patches came out in the last few years, I think there's the possibility that Gravity also balanced something on this. If anyone has info regarding this please share it with us
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public class Number3811 { public static void main(String[] args) { System.out.println(myNumber(1)); } public static int myNumber(int n){ if (n == 3811){ return n; } else { return myNumber(++n); } } }
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http://en.wikipedia.org/wiki/3808_Tempel
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Navigation,Quest,Booking LUB [English Translated]
Antares replied to Archetype Saber's question in Client Requests
+1 I also need these. Newer quests are ASCII koreans Same with the disband guild button on the guild window and with the navigation message when I reach the destination. (I use the recommented client & setup http://rathena.org/board/topic/70962-recommended-client-setup/) -
Well said! Please send reinforcements to solve this issue. I was looking thru the bug reports and I could count more than 10 atk bug reports and many many many skill issues are also related to this. It's almost a year since this issue appeared, and this is one of the foundations of the whole renewal. Without this we can't say that we have a working renewal server... Maybe this helps a bit as well http://rathena.org/board/tracker/issue-7272-physical-damage/?gopid=19330#entry19330
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Dear Brynner, First of all, I wasn't telling anyone what to do. I was merely proposing an idea of how to make server owners' life easier. Second, I wasn't judging anyone or anything. I'm using my free time to maintain a server for free, just many do with this project. I highly respect this. But this is not the question of the people, this is the question of the efficiency of the whole project. One of the main factors of efficiency, is the flow of information, and the organized work. Everyone would benefit if everything was much more easier to understand, and develop. Scattered forum posts are the most annoying things to search in if someone needs information on an issue. Also, If there isn't a main place where everyone can track the development of both the client and the server, then many redundant, and non compatible updates may appear. Avoiding this would make developers life easier as well, not only the "customers'". I bet neither the devs, nor the "customers" have the luxury of doing the same work twice or searching for hours just to make something work. There are many problems already, why is that bad if I ask for something that could make things easier? "Work smarter, not harder"
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Hello everyone! I'm sad, and a bit upset, because the things on the client side are worse than they should be. Yes, there is a recommended client post pinned into the main topic, but that is getting outdated, and if I try to find newer luas, datas, table files, I'm only gonna struggle in that with no result. Guys, please. The server is useless without a proper client. Who will play if the client has so many unfinished content, that even our first players got into them on their first day? The quest menu is a nightmare... Unicode garbage that was a korean text once, korean buttons in some places, unknown items in the quest guides and if I click on them the game crashes, and I could go on like for hours. This is not good. The whole client side should have a dev team as well just as the server side has with svn support, because fishing files from all over the web from over advertised, deadlink media share sites is just not the proper way! Please consider this: start an rAthena client project, with it's own support system and repository. This way it would be far easier to manage luas, datas, clients, everything together, in one place, and setting up a server with the newest client wouldn't be a week's job...
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http://rathena.org/board/tracker/issue-7462-occult-impact-investigate/
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This is a very old issue. If someone (NPC/Player) is on the left edge of the window, no matter where you click, it will always target the one on the left side. Okay, maybe not everywhere, but if you place the mouse on the same vertical coordinate on the screen where the character on the left side is, you will target it... but I'm not sure about this. I'm currently not at home to try this, but the point is that this is a very annoying issue.... Is there a workaround / fix / hex / diff whatever to counter this problem? Thanks!
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Wondering How To Make Quest On Warlock With New Morroc Town
Antares replied to Checkmate's topic in Implemented
Move the spot a bit west, onto the walkable area. That's a good temporary fix till someone can check it on kRo (Currently, it's 2-5 cells inside the "old moat")