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PedroProplayer

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Posts posted by PedroProplayer

  1. So I do understand that the Expanded 4th Jobs are not yet ready and their skills don't work.
    But I don't understand why they are listed in the @job menu if you can't actually job change into them yet. Even if there's no skills it would be nice just to have the expansion to Lv250 and access to Traits.

    Am I doing something wrong or is it really not possible to jobchange into them at the moment?

  2. 10 hours ago, Playtester said:

    The way I'd go about it is use the existing Cooldown functionality. The Cooldown is stored per skill, but you could just make Skill B and Skill C also store their cooldown as "Skill A".

    And then just block Skill B and Skill C when there's a Cooldown for "Skill A".

    All the code you need would be in skill.cpp.

    You could for example take a look at WL_RELEASE because that actually fetches the Cooldown from another skill (the preserved skill) and applies it.

    This is exactly the answer and reference I needed it. Worked good.

    Thank you very much.

  3. Is it possible to give multiple skills a shared cooldown? By that I mean creating a group of skills which, when one is used, all of the skills in this group go on cooldown.

    If I were to use after cast delay it would make ALL skill unusable but that's not my goal. I want only a specific group of skills to work like that.

    Where in the src would I need to edit to control this behavior?

  4. When the option for allowing monsters to level up when they kill players(mobs_level_up at battle/monster.conf), I've noticed that MvPs will respawn with the same level they were killed.

    For example, if a given MvP kills 10 players and gains 10 levels, it will respawn 10 levels higher the next cycle. This effectively makes MvPs much stronger than they should be, overtime.

    Obviously, I don't want this to happen. I want MvPs to respawn always at their default level. Any ideas on how to make this work?

  5. On the major skill change patch, kRO removed the characteristic animation from those two skills. The same one that changed Bard/Dancer skills to be 31x31 AoEs.

    The problem I have is that I absolutely must have those animations put back into the game. I'm using 2020-04-01bRagexe.exe on Pre-Renewal. Was this change done directly on the ragexe? Or can I enable it back using src coding?

  6. So I decided to take another shot at this. Did a clean install of rA on my virtual machine, made sure it worked, switched to Pre-Re and did the pull using git check and then checkout.

    Using git branch I can tell I'm on the webservice branch. I also see the new files and confs so I know it worked.

    So now problem #1: when doing ./configure --enable-web-service I get the error: unrecognized option.

    I don't know what does but I can start the web service using ./web-service. It works. At least it turns on.

    So apparently I need to edit a lua file on my client to point to the web service. So I went and edited ExternalSettings_kr.lub and added my local address and set the port to 8888(which was the default port on the web service config). Still get the error on login and emblems not working. Nothing shows up on the web service window either, it's obviously not communicating.

    This is about as far as I can go. I have no idea what's wrong.

  7. On 7/27/2021 at 11:24 PM, Chaos92 said:

    what OS are you using ?

    configure commands = for linux/centos/ubuntu.

    For windows = use visual studio

    I'm using CentOS 7. I'm using ./configure with the argument that was provides but, as I said, it does not recognize the option.

    Should this work on a default rA installation? All I've used is Yum to install the latest version, nothing more.

  8. I feel there's not enough information about using this new feature.

    The only reliable information I found on the subject was this link.

    https://github.com/rathena/rathena/pull/5731

    Quote

    This is an optional feature. To enable, you have to:
    Using configure

    • ./configure --enable-web-service

    I'm using the latest rA and the return message is that --enable-web-service is not a recognized option.

    So which is it? Is the web service built into rA? Do I need to download any additonal packages? What do we even gain from this besides gif emblems?

  9. I don't know how it would be using the new YAML skill_db version but in 3CeAM(which is a much older version of the game) you could control this behavior in skill_db.

    // 09 Number of hits (when positive, damage is increased by hits, 
    //    negative values just show number of hits without increasing total damage)

    If you do this however, it will make each hit do the damage of a lv10 normal bolt. Meaning you're increasing the skill's damage output by a factor of 10. You'd have to nerf the skill down to 1/10 damage to get the desired result.

  10. As developers, admins and game masters, we've all had to deal with bots and exploiters. Over these decades we've come up with many solutions in order to try and fight back this menace.

    What I'd like to ask today is: which solutions are the most appropriate and all encompassing in modern times? Which ones worked for you? Which ones were useless or failures? Which ones would you say are absolutely essential?

    For this topic I mean everything. Anti-bot shields, scripts, encryption, obfuscation, literally anything to stop tampering and automation.

    Furthermore, there's also the issue of account sharing. No matter how much you warn players, they still do it. Any suggestions on encouraging players to keep their credentials private?

  11. On 12/15/2020 at 10:08 AM, sader1992 said:

    something like this

      Imports:
      - Path: db/re/item_db.yml
      - Path: db/pre-re/item_db.yml
        Mode: Prerenewal
      - Path: db/re/item_db.yml
        Mode: Renewal
      - Path: db/import/item_db.yml

     

    It works but has problems of its own. Every piece of equipment will have Renewal DEF attached to it, meaning absurd numbers for pre-renewal setting. A bunch of them will give errors because it goes over 99 which is the cap in pre-renewal, which causes the error. It does load the pre-re data after which overwrites the basic stuff but the renewal only items continue to be broken.

    What our friend in the post above suggested only silences the error, doesn't actually fix anything. And those are not the only errors, it also gives a bunch of zeny sell exploit errors too. Doing things this way is just not smart or practical. I would consider importing only etc and maybe consumables this way, and any piece of equiment has to be loaded separately.

  12. I've used this guide twice and it always works for me. It's great, but needs a few updates.

    1)

    yum -y install devtoolset-4-gcc-c++

    This is outdated and won't work. You need to use this first:

    sudo yum-config-manager --enable centos-sclo-rh-testing

    If yum-config-manager returns command not found, you need to yum install that first. And then it will work.

    2)

    Enter the name and switch Type to Linux and Version to Red Hat (64-bit) and click in Next. 

    If the dropdown menu does not have 64 bit versions available, it means one of two thing: Your CPU does not support virtualization, or it does support it but the option is disabled. You need to enable it on the BIOS. Processors made by AMD will always have the option(mine was disabled by default) while on Intel chips sometimes do not.

    3) It's always a struggle for me to get internet working on the VM the first time you set it up. A little bit of Google-fu goes a long way but I usually end up having to edit some network files to get it to work. Also apparently not every wireless router allows Bridged Adapter mode to function.

    4) This guide DOES WORK for Dynamic IP addresses without problems. The issue is that every time your dynamic IP shifts, you'll have to edit your local server files with the new IP. I've hosted servers with dozens of people connected for weeks this way, just hope there isn't a lightning strike near your home that causes the lights to flicker(and the modem to reset).

    • MVP 1
    • Like 1
  13. I'm working on an anti-bot script for my server. The player has a given time to reply before being flagged as a potential bot.

    The script works fine while I was making it inside a NPC script. I then moved it to a function and made the NPC call the function, and now the timer doesn't attach to the character.

    yuno_fild01,125,119,0	script	captcha	611,5,5,{
    
    	attachnpctimer;
    	initnpctimer;

    The above part works. However, when I changed it to this:

    yuno_fild01,125,119,0	script	captcha::patrol01	611,5,5,{
    
    	callfunc "botpatrol",strcharinfo(0),strnpcinfo(2);
    
    }
    
    function	script	botpatrol	{
    
    	attachnpctimer;
    	initnpctimer;

    At first I thought that I had to pass the RID and NPC names as arguments into the function but that didn't work. Am I missing something here?

    Also the documentation for initnpctimer is terrible. What the hell is a an "attach flag"? Is it expecting a 1(true)? Or is it expecting a character name? Or the RID number?

  14. Strip/Break equipment
    ---------------------
    bonus bUnstripableWeapon;		Weapon cannot be taken off via Strip skills
    bonus bUnstripableArmor; 		Armor cannot be taken off via Strip skills
    bonus bUnstripableHelm;  		Helm cannot be taken off via Strip skills
    bonus bUnstripableShield;		Shield cannot be taken off via Strip skills
    bonus bUnstripable;      		All equipment cannot be taken off via strip skills
    
    bonus bUnbreakableGarment;		Garment cannot be damaged/broken by any means
    bonus bUnbreakableWeapon; 		Weapon cannot be damaged/broken by any means
    bonus bUnbreakableArmor;  		Armor cannot be damaged/broken by any means
    bonus bUnbreakableHelm;   		Helm cannot be damaged/broken by any means
    bonus bUnbreakableShield; 		Shield cannot be damaged/broken by any means
    bonus bUnbreakableShoes;  		Shoes cannot be damaged/broken by any means
    bonus bUnbreakable,n;       		Reduces the break chance of all equipped equipment by n%
    
    bonus bBreakWeaponRate,n;		Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances)
    bonus bBreakArmorRate,n; 		Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances)

    There are Break and Strip protection bonuses for every piece of equipment. However, you can only add give players the chance of breaking Weapons and Armors, and nothing else. Only through skills can you break them. I'd like to request implementation of:

    bonus BreakGarmentRate,n;
    bonus BreakShieldRate,n;
    bonus BreakHelmRate,n;
    bonus BreakShoeRate,n;

     

  15. My max level is 255 and I want to cap monster level up to 140. I'm using 3CeAM but the code for both is the same in this case so I'm asking here where more people will see it.

    Original code:

    case BL_MOB:
    	{
    		struct mob_data *md=(struct mob_data *)src;
    		if(md->target_id==sd->bl.id)
    			mob_unlocktarget(md,tick);
    		if(battle_config.mobs_level_up && md->status.hp &&
    			(unsigned int)md->level < pc_maxbaselv(sd) &&
    			!md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
    		) { 	// monster level up [Valaris]
    			clif_misceffect(&md->bl,0);
    			md->level++;
    			status_calc_mob(md, 0);
    			status_percent_heal(src,10,0);
    
    			if( battle_config.show_mob_info&4 )
    			{// update name with new level
    				clif_charnameack(0, &md->bl);
    			}
    		}
    		src = battle_get_master(src); // Maybe Player Summon
    	}
    	break;

    My alteration:

    if(battle_config.mobs_level_up && md->status.hp &&
    			(unsigned int)md->level < 140 &&

    As you can see, I replaced pc_maxbaselv(sd) with the value 140. Saved, recompiled, tested. No errors or crashes but the change did not take effect. I tried summoning a Randgris and letting it kill me and it leveled up past 140. Any suggestions on how to handle this?

  16. On 10/15/2020 at 2:29 PM, grenat50 said:

    Yes. The sprite has changed in the newer clients, as well as rebellion.

    Try with these sprites:

    Corrected sprite for Summoner and mount.rar 131.07 kB · 13 downloads

    Correct sprite for Rebellion and mount.rar 425.02 kB · 7 downloads

     

    Hello. I'm looking for a fix that lets my Dorams use the palettes from regular players. This file you've uploaded works but it gives me an error in the client that says it's corrupted. I can't log in but I can see the sprite and the palette seems to work. Any idea how to prevent this corruption error?

  17. Is there anything that would make it impossible to create more storages? For instance, if I wanted to create a Storage2 that is completely separate from the normal storage or guild storage, with its own set of rules and restrictions. If possible, has something like this been created before?

  18. I am running an old eAthena server. FluxCP is installed correctly and I see features working correctly, like seeing players online and server status. However, I can't login or create new accounts. After a bit of research, I found out that this is happening because the field level was changed to group_id. I have two questions regarding this.

    1) Which places need to be changed (from group_id to level)in order for all features to work correctly?

    2) In my servers, for certain reasons, regular players are all lv1 GM accounts. That is, all accounts have level field as 1. I need new accounts to be be created as Lv1 GMs and they must behave like normal accounts(no special features in the Control Panel).

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