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Nerfwood

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Everything posted by Nerfwood

  1. Hi! I would like to request an item bonus script that can cause Hallucination when attacking or being hit ( and also, if possible, when using offensive skills {and/or certain skills only}). I would like to use it on my Marijuana Beret and other appropriate items lol. Ahh.. it would be so much fun. bonus bHallucinate,<%chance>; bonus bHallucinateWhenHit,<%chance>; bonus bHallucinateOnSkill,<%chance>; bonus2 bHallucinateOnSkill2,"<Skill ID/name>",<%chance>;
  2. I have the same problem as #2. This happens when Player 2 uses cloaking skills and suddenly uses an offensive skill (- I think it doesn't matter whether Player 1 has Intravision or not). The client will not read the "walking" animation, and will skip to the skill usage, which makes it look like as if the player is hitting long range (at least, on Player 1's screen). Player 2's screen displays this correctly though. I think this has something to do more with the client than the Source. I'm currently using 08-07a client and have this problem.
  3. Ok... So I saw these codes: //pc.c case SP_NO_CASTCANCEL: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel = 1; break; case SP_NO_CASTCANCEL2: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel2 = 1; break; //still in pc.c case SP_NO_CASTCANCEL: val = sd->special_state.no_castcancel?1:0; break; case SP_NO_CASTCANCEL2: val = sd->special_state.no_castcancel2?1:0; break; //pc.h struct { unsigned char no_weapon_damage, no_magic_damage, no_misc_damage; unsigned int restart_full_recover : 1; unsigned int no_castcancel : 1; unsigned int no_castcancel2 : 1; unsigned int no_sizefix : 1; unsigned int no_gemstone : 2; unsigned int intravision : 1; // Maya Purple Card effect [DracoRPG] unsigned int perfect_hiding : 1; // [Valaris] unsigned int no_knockback : 1; unsigned int bonus_coma : 1; } special_state; int login_id1, login_id2; unsigned short class_; //This is the internal job ID used by the map server to simplify comparisons/queries/etc. [Skotlex] int group_id, group_pos, group_level; unsigned int permissions;/* group permissions */ There.. should I edit one of these? And which exactly?
  4. Bumping this one again. We need some love <3
  5. Hi! I want to know how to enable the phenn-effect during WoE. Magic-type users are currently useless since casting is always interrupted, and especially since we are a high-rate server and aspd maxes at 196.
  6. I actually tried using the same formula on a different server and it works, so the problem isn't there. However, I still don't know the fix for this one.
  7. Bumping after 10days... still need help!
  8. Hi! I seem to be getting the same problem like others. Cash points are awarded after the first vote, but, after that, it no longer does.
  9. So I have been playing with the damage formulas of skills, and somehow, Spore Explosion got bugged. (It wasn't before.) Whenever the skill is used, no HP is taken from the target, BUT the damage actually shows. Example: I hit a poring with Spore Explosion, and moments later, it shows that it dealt around 20k. The poring, however, is still alive and has full hp. Here is my modified damage formula: battle.c case GN_SPORE_EXPLOSION: skillratio += 400 + (300 * skill_lv) + (sstatus->str * 10); break; Does adding the STR modifer bugs the skill? I tested it on a different (test) server and it seems that it doesn't. I have edited a lot of skills so I'm not sure what to change.
  10. Lil Troll has managed to solve this woot-woot. http://rathena.org/board/topic/87552-c2223-left-of-equip-must-point-to-structunion-solved/?hl=%2Bmust+%2Bpoint+%2Bstruct
  11. I'm getting the an error like this. atcommand.c: In function \u2018atcommand_itemmap\u2019: atcommand.c:1315: warning: suggest parentheses around && within || atcommand.c:1336:37: error: macro "msg_txt" requires 2 arguments, but only 1 given atcommand.c:1336: error: \u2018msg_txt\u2019 undeclared (first use in this function) atcommand.c:1336: error: (Each undeclared identifier is reported only once atcommand.c:1336: error: for each function it appears in.) atcommand.c:1362:39: error: macro "msg_txt" requires 2 arguments, but only 1 given atcommand.c:1367: warning: implicit declaration of function \u2018pc_getitem_map\u2019 atcommand.c:1372:39: error: macro "msg_txt" requires 2 arguments, but only 1 given atcommand.c:1390:36: error: macro "msg_txt" requires 2 arguments, but only 1 given make[1]: *** [obj_sql/atcommand.o] Error 1 make[1]: Leaving directory `/root/Desktop/trunk/src/map' make: *** [map] Error 2 I don't know what to do! haha Edit: Ok so I changed the msg_txt but now I get these: obj_sql/atcommand.o: In function `atcommand_itemmap': /root/Desktop/trunk/src/map/atcommand.c:1384: undefined reference to `pc_getitem_map' /root/Desktop/trunk/src/map/atcommand.c:1367: undefined reference to `pc_getitem_map' /root/Desktop/trunk/src/map/atcommand.c:1377: undefined reference to `pc_getitem_map' collect2: ld returned 1 exit status make[1]: *** [map-server] Error 1 make[1]: Leaving directory `/root/Desktop/trunk/src/map' make: *** [map] Error 2
  12. Hi pokemon! How exactly did you update your msgstringtable.txt?
  13. Hi! I have a problem: my client freezes/crashes everytime I use bubble gum items. I am using an 08-07a client, and when I use the [2013-08-07]msgstringtable.txt as my main msgstringtable.txt, I got errors with the bubble gum buff. When I use the one provided in the data folder translation (SVN), however, it's fine. But so many texts are off and the costume tab becomes inaccessible.Is there a specific line(s) that I have to edit? I tried copy-pasting the last lines from the data folder translation one, and the game no longer freezes but it still crashes. I can't just use the one from the Data Folder Translation since it's less useful than 2013-08-07. Help! (Ok, I copy-pasted my reply but the thread already has a "solved" tag so I started a new one. ) http://rathena.org/board/topic/90033-bubble-gum-item-buff-problem/
  14. Hi! The bubble gum thing is my problem too. What exactly do you mean by update my msgstringtable.txt? I am using 08-07a client, and when I use the [2013-08-07]msgstringtable.txt as my main msgstringtable.txt, I got errors with the bubble gum buff. When I use the one provided in the data folder translation (SVN), however, it's fine. But so many texts are off and the costume tab becomes inaccessible. Is there a specific line(s) that I have to edit? I tried copy-pasting the last lines from the data folder translation one, and the game no longer freezes but it still crashes. Help!
  15. Hi! This was my bug too. You can just edit your msgstringtable.txt and find the strings "Armor#" and "Weapon#." Replace the "Armor#" text with "Weapon#" and vice versa.
  16. Hi Pokemon (lol )! Yeah I just did that. But the real problem is that this "bug" affects not only the cards but all the drop rates of normal monsters. it seems that whatever number I use, only the 50% will be applied to the drops although the @rates command displays the right number. So I just increased the max drop chance to 80%, so normal monsters drop common items at a max 40% chance. Although the MVPs now has a high drop chance of 80%. I can't lessen the drop rates of MVPs since some items will be very hard to get. Anyway, I think I'll just have to settle with this. (I can't determine the version of rAthena, but I am using Asura VPS)
  17. Hi! Thanks for replying and providing those resources. Unfortunately (for me, anway), none of those seem to answer my problem. Again, here is my code: // The rate at which cards are dropped item_rate_card: 3000000 item_rate_card_boss: 2000 item_drop_card_min: 1000 item_drop_card_max: 1500 So without limitations, normal cards should drop at 300% (30,000 x 0.01% ). Obviously, I set the maximum drop rate to 15% and the minimum to 10%. Now, the problem is that there are still mobs that drop cards at a 5% chance. Scratch that. All normal mobs drop at a frigging 5% chance. The thing is.. there are no declarations or whatsoever in my mob_item_ratio.txt that will override the drops.conf settings. Here is where it gets weirder: I changed the minimum drop rate to 11% (item_drop_card_min: 1100) and the card drop rate to 100% (item_rate_card: 1000000) and guess what? The drop rates changed to 7.5%, which is really crazy. MVP cards now drop at 11% chance, which is fine, but I don't want to increase it anymore. The same can be said with common,usable and healing item drop rates of normal monsters. They drop way below than they shoud. Some at 50% of my set values, etc.. I really need help! If I increase the values again, hunting items will be too easy. There are countless mobs so mob_item_ratio isn't a practicial solution.
  18. Hi! I'm getting some problems with my drop rates. I'm pretty sure I set the minimum drop rate to 10% but poring and other mobs drop cards as low as 5%. Anyone know how to fix this? // If an item is dropped, does it go straight into the user's inventory? (Note 1) item_auto_get: no // How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds) flooritem_lifetime: 45000 // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) item_first_get_time: 3000 // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after item_first_get_time elapses) item_second_get_time: 1000 // Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after the item_second_get_time elapses) item_third_get_time: 1000 // Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds) mvp_item_first_get_time: 10000 // Grace time for the first and second MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_first_get_time elapses) mvp_item_second_get_time: 10000 // Grace time for the first, second and third MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_second_get_time elapses) mvp_item_third_get_time: 2000 // Item drop rates (Note 2) // The rate the common items are dropped (Items that are in the ETC tab, besides card) item_rate_common: 800000 item_rate_common_boss: 20000 item_drop_common_min: 1000 item_drop_common_max: 5000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 80000 item_rate_heal_boss: 40000 item_drop_heal_min: 1000 item_drop_heal_max: 8000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 40000 item_rate_use_boss: 20000 item_drop_use_min: 1000 item_drop_use_max: 7000 // The rate at which equipment is dropped. item_rate_equip: 55000 item_rate_equip_boss: 3000 item_drop_equip_min: 1000 item_drop_equip_max: 3000 // The rate at which cards are dropped item_rate_card: 3000000 item_rate_card_boss: 2000 item_drop_card_min: 1000 item_drop_card_max: 1500 // The rate adjustment for the MVP items that the MVP gets directly in their inventory item_rate_mvp: 1000 item_drop_mvp_min: 1000 item_drop_mvp_max: 10000 // The rate adjustment for card-granted item drops. item_rate_adddrop: 200 item_drop_add_min: 1000 item_drop_add_max: 5000 // Rate adjustment for Treasure Box drops (these override all other modifiers) item_rate_treasure: 20000 item_drop_treasure_min: 1000 item_drop_treasure_max: 5000 // Use logarithmic drops? (Note 1) // Logarithmic drops scale drop rates in a non-linear fashion using the equation // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables) // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used: // Y: Original Drop Rate // X: Rate drop modifier (eg: item_rate_equip) // X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // -----+--------------------------------------------------------------- // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92 // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13 // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98 // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69 // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64 // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53 //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13 //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100% //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100% item_logarithmic_drops: no // Can the monster's drop rate become 0? (Note 1) // Default: no (as in official servers). drop_rate0item: no // Increase item drop rate +0.01%? (Note 1) // On official servers it is possible to get 0.00% drop chance so all items are increased by 0.01%. // NOTE: This is viewed as a bug to rAthena. // Default: no drop_rateincrease: no // Makes your LUK value affect drop rates on an absolute basis. // Setting to 100 means each luk adds 0.01% chance to find items // (regardless of item's base drop rate). drops_by_luk: 0 // Makes your LUK value affect drop rates on a relative basis. // Setting to 100 means each luk adds 1% chance to find items // (So at 100 luk, everything will have double chance of dropping). drops_by_luk2: 0 // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100) finding_ore_rate: 200 // Whether or not Marine Spheres and Floras summoned by Alchemist drop items? // This setting has three available values: // 0: Nothing drops. // 1: Only marine spheres drop items. // 2: All alchemist summons drop items. alchemist_summon_reward: 2 // Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) *** // This can be set to any value between 0~10000. // Note: It also announces STEAL skill usage with rare items // 0 = don't show announces at all // 1 = show announces for 0.01% drop chance items // 333 = show announces for 3.33% or lower drop chance items // 10000 = show announces for all items rare_drop_announce: 0
  19. Ohh yeah! Thanks a lot! Now I disabled it in my new Diffed Client.
  20. Ok.. so here I am again posting some stuff. Anyway, my problem is what the title says. Each time my character exceeds level 99, my client freezes (and so I close it). When I log in to the Character Select window, I can still see my character and it displays that it's level 99, although it's over it. And when I log in the character, the screen loads up to 100% and freezes again. Does anyone know what the problem here is? Is this server side or client side? I am currently using 08-07a (2013) client without a launcher. Not sure if this has any effect.
  21. Ughh... So I have this problem with my (2013) client. Whenever I open it (by itself or via a launcher) the Setup keeps on popping out. When I close or make changes in the setup, it keeps on reopening and reopening --- it's just an infinite loop of Setup. I have the same problem with this guy: http://rathena.org/board/topic/87203-setup-pops-up-instead-of-client/ I changed my OptionInfo.lua but the problem still persists. Changing OpenSetup to Setup.exe doesn't work too. :-/ Please help! Edit: Ok, by refining my search terms I found the solution! Yay http://rathena.org/board/topic/83750-2013-ragexe-support-main-topic/
  22. Ughh.. I'm looking for this one too! I hope we get an answer soon. And if you go your answer already, please share!
  23. Heh! I actually want to disable mine, but I can't yet.
  24. I thought pretty much everything, but I guess not. I remember Dragon Breath destroying a trap, but it currently misses on my test server. Oh wait... I hit it myself (the trap owner). Will test this one someday. Edit: My Dragon Breath was edited and got an error, so I dunno if it really hits. lol Edit 2: It does hit. So, I guess, pretty much everything can hit it.
  25. HOLY SCHMUCK!! I can't believe I missed this one. I thought I opened all the c-files and searched for "trap." BLAH! -.- Thanks a lot, Rage! Now, only one issue left
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