

Bringer
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i need resname and descname table for this head gears
Bringer posted a question in Database Requests
can anyone share your resname and descname table for this head gears http://rathena.org/board/topic/72988-dl-headgear-all-official-ro-update-march-2014/ -
255 luk = 100% immunity? case SC_FREEZE: sc_def = status->mdef*100 + status->luk*10000/255; tick_def = status->mdef*100 + status->luk*2; sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk break; The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec. Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal) Edit: If you want to edit the frozen status duration of each skill, check skill.c and look for: sc_start(src,bl,SC_FREEZE,etc.... In the same line of code, you will notice something like this: skill_get_time2(skill_id,skill_lv) If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c. how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec.... maybe u can change frozen timer status in where i can edit that sir? db/.../skill_cast_db.txt sir how about this,,, players with high mdef will have lower time frozen status
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255 luk = 100% immunity? case SC_FREEZE: sc_def = status->mdef*100 + status->luk*10000/255; tick_def = status->mdef*100 + status->luk*2; sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk break; The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec. Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal) Edit: If you want to edit the frozen status duration of each skill, check skill.c and look for: sc_start(src,bl,SC_FREEZE,etc.... In the same line of code, you will notice something like this: skill_get_time2(skill_id,skill_lv) If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c. how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec.... maybe u can change frozen timer status in db where i can edit that sir?
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255 luk = 100% immunity? case SC_FREEZE: sc_def = status->mdef*100 + status->luk*10000/255; tick_def = status->mdef*100 + status->luk*2; sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk break; The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec. Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal) Edit: If you want to edit the frozen status duration of each skill, check skill.c and look for: sc_start(src,bl,SC_FREEZE,etc.... In the same line of code, you will notice something like this: skill_get_time2(skill_id,skill_lv) If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c. how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec....
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yes i did the problem even i got 90 mdef frost status last 10 sec i think can you change to 255 luk only?
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status src
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san poh ba maka pag download ready set up na latest file rathena para gawin test server poh
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my mdef 90+20 and luk + 255 still frozen statsu and too long to unfrozen it anyone can help where i can edit this part?
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bump anyone ?
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No, don't change that, unless you want all statuses to be about 3x harder to resist. It only changes the natural resistance of players comparative to those set in status.c. So let's say you set pc_status_def_rate to 200, which is twice as normal. It will make resisting all the statuses twice as easier, e.g., 50 vit instead of 100 for stun immunity. Just change the following in status.c: case SC_FREEZE:sc_def = status->mdef*100;sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;tick_def2 = status_src->luk*-10; // Caster can increase final duration with lukbreak;to:case SC_FREEZE:sc_def = status->mdef*100 + status->luk*100/35;sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with lukbreak;350 LUK should give a 100% immunity, but immunity can also be achieved with less LUK by having a high/decent MDEF. (1MDEF = 1% resistance.)Target's LUK should also affect the duration now, but not sure if every 100 LUK can reduce 1 second. Sir can u please make it this way for me... how about if a player reached 90mdef... they wont get frost easily... chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec.... if they combo mdef build + Luk the frost resistane will be reduced ... thanks
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can you help about my problem?
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I don't have any idea about this.. pc_status_def_rate: 35 = 350? Well you can try it first. what about this question when they reach 25mdef players cant frost how to fix this i want 90-99 mdef hard to frost player
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I don't have any idea about this.. pc_status_def_rate: 35 = 350?
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i want change the frost resistance to 350 Luk = No frost every 100 luk stats will be less -1 sec during Frost Status where i can edit this 2? help me sorry for bad english
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here's an example how to duplicate. look for this // Shop NPCs -- supplying no argument displays entire menu. // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}}; //============================================================ prontera,164,203,6 script Quest Shop#1 998,{ callfunc "qshop"; } for example the shop ID is 3 all you need to do is make a new line and do this prontera,150,150,6 script Quest Shop 2#2 998,{ callfunc "qshop",3; } this means that you are calling the function of Shop #3 which only those items you set on #3 will be shown on prontera 150 150 coordinates and it was named as Quest Shop 2. Add(3,503,1,0,0,4108,150,1041,1500); so it will look like this // Shop NPCs -- supplying no argument displays entire menu. // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}}; //============================================================ prontera,164,203,6 script Quest Shop#1 998,{ callfunc "qshop"; prontera,150,150,6 script Quest Shop 2#2 998,{ callfunc "qshop",3; } like this ? http://pastebin.com/HA9yax8t
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Can anyone help how to make dummy shop on Quest shop script
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How to Disable Maya Purple Card During WoE
Bringer replied to Bringer's question in Database Support
So, just add the following in the said file: 4198,4 Make sure to use @reload item for the changes to take effect. Edit: The above statement also disables the card in other GvG Maps. If you don't want those to be affected, add a restricted zone mapflag to the castles, and change the flag in the db folder accordingly. Example: Script file: prtg_cas01 mapflag restricted <zone> Let's say the zone you used is 5, so you will be using 512 as your flag in the item_noequip.txt (there's an explanation in the file). item_noequip.txt 4198,512 Thanks its Working now -
How to Disable Maya Purple Card During WoE
Bringer replied to Bringer's question in Database Support
i dont know how to patch that any guide ? -
can anyone help me about this problem
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Thanks Luciar 100% working as you said can you help me about this script too? http://rathena.org/board/topic/99163-help-about-this-script/
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http://pastebin.com/TfNdLgX2 script is working fine the problem is i want too change my 800ygg to 8pcs ygg box but the npc alwys give me 1pc box can anyone help about this script
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can anyone rescript this event something like this 1.NPC Can Trigger any GM Team and they can cancel the event too 2.once players got die on map the score will be counted like on this picture 3. if the Red or Blue Crystal Break the event is over they will warp to get the prize sorry for bad english bump TDM.txt
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p help naman sa script n ito
Bringer replied to Bringer's topic in Tulong para sa Script at Database
Team Deathmatch poh -
p help naman sa script n ito
Bringer replied to Bringer's topic in Tulong para sa Script at Database
try kita help dito ah peram ng script mo salamat sana ma help ako sir tingin ko dito my bug script... pero try natin ung best ko dito alam mo ba san nag download ng 2008-11-26?? Di poh ehh