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davyliyang

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Posts posted by davyliyang

  1. Hi, i want to add some headgears (including custom ones) to monster drops. 
     
    for example, Angeling hat (id: 5132) can be obtained by angeling. 
    I changed the mob_db.txt but its not dropping. This is what I got.

     

    1096,ANGELING,Angeling,Angeling,77,19800,1,3060,2693,1,355,500,72,238,58,50,33,105,67,200,10,12,1,8,86,0x37B5,200,1072,672,672,0,0,0,0,0,0,0,2254,100,2324,60,610,500,2282,1,509,2000,512,28,714,40,5132,1,0,0,4054,1
     
    Am i missing something? I'm also not sure why when i put 1, its 10% in the server. can i put 0.1?
     
    Thanks
  2. *npcskilleffect <skill id>,<number>,<x>,<y>;
    *npcskilleffect "<skill name>",<number>,<x>,<y>;
     
    This command behaves identically to 'skilleffect', however, the effect will not 
    be centered on the invoking character's sprite, nor on the NPC sprite, if any, 
    but will be centered at map coordinates given on the same map as the invoking 
    character.

     

     

    I will try this, thankyou

     

    Also another problem with mapflag was that when a GM uses @killer, it still kills players in the basilica save zone (with mapflag) havn't tried npc skill effects yet, but i will do that. and update this post. Thanks

  3. I want to add items to donation page, what I understand right now is that I need items to item database , then I can add it to donation page? My items database page found no items right now. I tried to manual add items, and it doesn't show up. Could anyone help me walkthrough the donation part? i'm really stuck. My skype ID is : zina.eventzro   or any help on the forum would be greatly appreciate it.

  4.  
    I'm trying to add custom monster as pet. I have the tame item and monster in game already. But the tame item doesn't catch the monster. Also when I do @item the monster egg, I can find the egg but when I hatch it, nothing comes out. After I warp to new map, that egg goes back to my inventory.. Please help me. I tried to solve this from other forums but I can't find similar problems. 
     
    I also tried @makeegg and failed "the monster/egg name/id doesn't exit"
     
    Here is what I added:
     

    item_db: 

    30039,Green_Pokeball,Green_Pokeball,2,1000,,50,,,,,0xFFFFFFFF,63,2,,,,,,{ pet 3017; },{},{}
    9063,green_meowring_egg,green_meowring_egg,7,20,,0,,,,,,,,,,,,,{},{},{} 

    pet_db:

    3017,green_meowring,green_meowring,33039,9063,0,537,80,20,20,100,250,20,2000,200,1,0,800,400,200,{ petskillbonus bLuk,20,10,90; }
    
    

    idnum2itemdesctable and num2itemdesctable

    9063#
    An egg in which a ^33CC33Green Meowring^000000 rests. 
    Can be hatched by using a ^3333ccPet Incubator^000000.
    Class :^777777 Monster Egg^000000
    #
    

    idnum2itemdisplaynametable and num2itemdisplaynametable

    9063#green_meowring_egg#
    

    num2itemresnametable and idnum2itemresnametable

    9063#Áö¼Ó¼º¾Ë#
    

    Please help >.<

  5. I read a few other post about this but I didn't find any solution to the MVP exp penalty. It seems that there is a penalty when killing MVP according to players level. but from what i understand from wiki (http://irowiki.org/wiki/Experience) or other source, It should give the same exp no matter who kills or what level they are?

     

    How can I fix this please?

     

    thank you

  6. Sorry I'm very new to this, i also looked around and tried changing langtype to 10 and didn't work. I tried using email or 000000 still failed to delete the character. 

     

     

    I'm using april 9 2012 patch. 

     

    Please help me. 

    Thank you

    • Upvote 1
  7. F18: setarray @c[0],181,240,195,270,235,202,188,215,205,144,245,223,180,206,196,208;
    	Disp("Mjolnir Field 5:Mjolnir Field 6:Mjolnir Field 7:Mjolnir Field 8:Mjolnir Field 9:Mjolnir Field 10:Mjolnir Field 11:Mjolnir Field 12");
    	Pick("moc_fild05","moc_fild06","moc_fild07","moc_fild08","moc_fild09","moc_fild10","moc_fild11","moc_fild12");
    

     

    Thank you, its solved

  8. I was trying to change the Euphy's warper so I can take out all the mvps. I tried to take out the Mjolnir fild 1 to 4, so the warper starts at 5 to 12.

     

    the warpers from 10-12 is working but the single digit ones aren't working (5-9)...

     

     

    This is what I got: 

     

    F18: setarray @c[0],181,240,195,270,235,202,188,215,205,144,245,223,180,206,196,208;
    	Disp("Mjolnir Field 5:Mjolnir Field 6:Mjolnir Field 7:Mjolnir Field 8:Mjolnir Field 9:Mjolnir Field 10:Mjolnir Field 11:Mjolnir Field 12");
    	Pick("","moc_fild05","moc_fild06","moc_fild07","moc_fild08","moc_fild09","moc_fild10","moc_fild11","moc_fild12");
    

    Am I missing anything? Not sure why the warper isn't changing according to the list...

  9.  

    *setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;

    Each map cell has several 'flags' that specify the properties of that cell.

    These include terrain properties (walkability, shootability, presence of water),

    skills (basilica, land protector, ...) and other (NPC nearby, no vending, ...).

    Each of these can be 'on' or 'off'. Together they define a cell's behavior.

    This command lets you alter these flags for all map cells in the specified

    (x1,y1)-(x2,y2) rectangle. The 'flag' can be 0 or 1 (0:clear flag, 1:set flag).

    The 'type' defines which flag to modify. Possible options see 'db/const.txt'.

    Example:

        setcell "arena",0,0,300,300,cell_basilica,1;

        setcell "arena",140,140,160,160,cell_basilica,0;

        setcell "arena",135,135,165,165,cell_walkable,0;

        setcell "arena",140,140,160,160,cell_walkable,1;

    This will add a makeshift ring into the center of the map. The ring will be

    surrounded by a 5-cell wide 'gap' to prevent interference from outside, and

    the rest of the map will be marked as 'basilica', preventing observers from

    casting any offensive skills or fighting among themselves. Note that the wall

    will not be shown nor known client-side, which may cause movement problems.

    Another example:

    OnBarricadeDeploy:

        setcell "schg_cas05",114,51,125,51,cell_walkable,0;

        end;

    OnBarricadeBreak:

        setcell "schg_cas05",114,51,125,51,cell_walkable,1;

        end;

    This could be a part of the WoE:SE script, where attackers are not allowed

    to proceed until all barricades are destroyed. This script would place and

    remove a nonwalkable row of cells after the barricade mobs.

     

     

     

    I also looked at that but it doesn't give the basilica animation of the walls. is there a way to show the walls?

  10. if its 15x then it would only give 5x original. And right now it gives 15x original when i have it at 3000 for both. Is that suppose to do that?

     

     

    change it to

     

    // Rate at which exp. is given. (Note 2)
    base_exp_rate: 1500
     
    // Rate at which job exp. is given. (Note 2)
    job_exp_rate: 1500

     

  11. I am trying to get the exp rates to 30x/30x

     

    it shows that when i type @rates, but when I kill a monster same level as character, it only gives 15x? It shouldn't have an exp penalty killing same level monsters. how come it only gives 15x not 30x >.<?

     

    Here is my exp.conf

     

     

    //--------------------------------------------------------------

    // rAthena Battle Configuration File
    // Originally Translated by Peter Kieser <[email protected]>
    // Made in to plainer English by Ancyker
    //--------------------------------------------------------------
    // Note 1: Value is a config switch (on/off, yes/no or 1/0)
    // Note 2: Value is in percents (100 means 100%)
    // Note 3: The max level of classes is stored in the exp table.
    //         See files db/exp.txt and db/exp2.txt to change them.
    //--------------------------------------------------------------
     
    // Rate at which exp. is given. (Note 2)
    base_exp_rate: 3000
     
    // Rate at which job exp. is given. (Note 2)
    job_exp_rate: 3000
     
    // Turn this on to allow a player to level up more than once from a kill. (Note 1)
    multi_level_up: yes
     
    // Setting this can cap the max experience one can get per kill specified as a
    // % of the current exp bar. (Every 10 = 1.0%)
    // For example, set it to 500 and no matter how much exp the mob gives, 
    // it can never give you above half of your current exp bar.
    max_exp_gain_rate: 0
     
    // Method of calculating earned experience when defeating a monster:
    // 0 = uses damage given / total damage as damage ratio
    // 1 = uses damage given / max_hp as damage ratio
    // NOTE: Using type 1 disables the bonus where the first attacker gets 
    //       his share of the exp doubled when multiple people attack the mob.
    exp_calc_type: 0
     
    // Experience increase per attacker. That is, every additional attacker to the
    // monster makes it give this much more experience
    // (eg: 5 people attack with 25 here, +(25*4)% -> +100% exp)
    exp_bonus_attacker: 25
     
    // Max number of attackers at which exp bonus is capped
    // (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers)
    exp_bonus_max_attacker: 12
     
    // MVP bonus exp rate. (Note 2)
    mvp_exp_rate: 100
     
    // Rate of base/job exp given by NPCs. (Note 2)
    quest_exp_rate: 2500
     
    // The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
    // The balance of the exp. rate is best used with 5 to 10)
    heal_exp: 0
     
    // The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
    // Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
    resurrection_exp: 0
     
    // The rate of job exp. when using discount and overcharge on an NPC
    // (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.)
    // The way it is calculated is (money received * skill lv) * shop_exp / 10000.
    shop_exp: 0
     
    // PVP exp.  Do players get exp in PvP maps
    // (Note: NOT exp from players, but from normal leveling)
    pvp_exp: yes
     
    // When a player dies, how should we penalize them?
    // 0 = No penalty.
    // 1 = Lose % of current level when killed.
    // 2 = Lose % of total experience when killed.
    death_penalty_type: 1
     
    // Base exp. penalty rate (Each 100 is 1% of their exp)
    death_penalty_base: 200
     
    // Job exp. penalty rate (Each 100 is 1% of their exp)
    death_penalty_job: 200
     
    // When a player dies (to another player), how much zeny should we penalize them with?
    // NOTE: It is a percentage of their zeny, so 100 = 1%
    zeny_penalty: 0
     
    // Will display experience gained from killing a monster. (Note 1)
    disp_experience: no
     
    // Will display zeny earned (from mobs, trades, etc) (Note 1)
    disp_zeny: no
     
    // Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
    // If no, an equation will be used which preserves statpoints earned/lost 
    // through external means (ie: stat point buyers/sellers)
    use_statpoint_table: yes
     

     

  12. I was using SGCP before. I want to switch to flux cp. after i install the flux cp. The server status and player online works. however, I can't login with the old account on the website, If i register new account. it doesn't work in the game. Please help. how do i connect the game account with the new flux cp i installed

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