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Mystery

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Everything posted by Mystery

  1. Uh I doubt that's the server's fault. That could be either A) Your computer is slow B ) Your internet is slow C) Just disable sakura by clearing the weather.
  2. Just use what you changed yourself lmao. You wanted it to work every 2 hours. Thus, this: OnClock0000: OnClock0200: OnClock0400: OnClock0600: OnClock0800: OnClock1000: OnClock1200: OnClock1400: OnClock1600: OnClock1800: OnClock2000: OnClock2200: would make it work every 2 hours.
  3. Mystery

    Help - exe

    You need to make sure your accessoryid.lua is correct: http://svn6.assembla.com/svn/ClientSide/Lua_Project/lua%20files/datainfo/accessoryid.lua and your accname.lua: http://svn6.assembla.com/svn/ClientSide/Lua_Project/lua%20files/datainfo/accname.lua Depending on your client version, you would also need to update http://svn6.assembla.com/svn/ClientSide/Lua_Project/System/itemInfo.lua
  4. 1) Get a clean mob_db from the SVN 2) Well, if you do number 1, number 2 problem will be fixed because number 2 indicates that it cant find a monster in abbey.
  5. Try it out and see if it works bud OnClock<hour><minute>: OnMinute<minute>: OnHour<hour>: On<weekday><hour><minute>: OnDay<month><day>: This will execute when the server clock hits the specified date or time. Hours and minutes are given in military time. ('0105' will mean 01:05 AM). Weekdays are Sun,Mon,Tue,Wed,Thu,Fri,Sat. Months are 01 to 12, days are 01 to 31. Remember the zero. https://rathena.svn....pt_commands.txt I personally enjoy using OnClock because I can do more with it than just plain OnHour.
  6. The only way you can make them "Immortal" is if you changed n% to be 100% thus leaving players with always 1 HP after killing blows. If you leave it 1% for example, if the players gets struck by a killing blow, they wont die (let's say the 1% kicked in) but then if the player gets hit again, they'll die. With 1-5% activation, you are less likely to get the bonus from activating. If you make it at 100%, every time, no matter what, the player will always be left with 1 HP because the bonus is activating 100% of the time.
  7. Not really. You have the option of making "Failed Chances" not destroy anything. set .zenycost,200000; // Set base cost in zeny of the card remover services set .percardcost,25000; // set cost per card of the card remover services set .faildestroy,1; // Should the card remover have a chance of failure that destroys items? 1 = Yes, 0 = No. https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/npc/custom/card_remover.txt
  8. Try this: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/db/item_db2.txt and this should help: http://rathena.org/wiki/Custom_weapons
  9. Remove OnMinute30: and change it to: OnClock0000: OnClock0200: OnClock0400: OnClock0600: OnClock0800: OnClock1000: OnClock1200: OnClock1400: OnClock1600: OnClock1800: OnClock2000: OnClock2200:
  10. //Item Trading Restrictions File //Specify here special rules for item trading. //Item ID, TradeMask, GM-Level Override //Trading mask values: //1:Item can't be droped //2:Item can't be traded (nor vended) //4:Wedded partner can override restriction 2. //8:Item can't be sold to npcs //16:Item can't be placed in the cart //32:Item can't be placed in the storage //64:Item can't be placed in the guild storage //128:Item can't be attached to mail //256:Item can't be auctioned //Example: //1161,67,50 //Balmung: No drop, No trade, No Guild Store (1+2+64 =67), //only GMs of GM-level 50 and up can override the setting. Follow the structure. 1161 is the item ID, 67 is the added numbers given from the list above, and 50 is the GM level granted to be able to drop it.
  11. Check here: http://rathena.org/board/topic/68019-hex-character-creation-method-for-2012-clients/#entry122790
  12. Nice. So you were able to solve your issue? Also, you could have downloaded this: http://rathena.org/board/files/file/6-ro-seta-crash-dump-viewer/ to double check what exactly was causing it.
  13. Hai der wonderer <3

  14. You've patched in the diff and recompiled, correct? Any errors popping up anywhere?
  15. For AI, read following topic: http://rathena.org/board/topic/67203-i-have-ailua-error-please-help/ For your Luas, check here: http://svn6.assembla.com/svn/ClientSide/Lua_Project/lua%20files/. You'll need Tortoise to get the files.
  16. Try reading this: http://rathena.org/board/topic/67996-emperium-problem/#entry122795
  17. Mystery

    Hommun LVL

    https://rathena.svn....tle/homunc.conf // Max level for regular Homunculus homunculus_max_level: 99 // Max level for Homunculus S homunculus_S_max_level: 150 New support has been added for Homuns in r16427: Added new script command hommutate which changes an Homunculus into an Homunculus S Class. Super special thanks to Xantara for doing the command! Added 2 new configs to homunc.conf to set the Max. Level for Homunculus and homunculus. Updated homun_exp.txt table with values from Lvl. 99 to 150 for Homnunculus S. Updated script_commands.txt with description of the new script command. Added Homunculus S Quest. bugreport:5641 Added 2 new configs to homunc.conf to set the Max. Level for Homunculus and homunculus.
  18. 12622,Reins_Of_Mount,Reins Of Mount,11,0,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ setmounting(); },{},{} https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/db/re/item_db.txt Make sure all your files are updated with the latest SVN and with kRO. These were implemented long ago =/
  19. Oops, sorry. I added another ) after ninja's class check when it shouldn't have been there :<
  20. Same here According to 16297, rAthena now supports the new carts. Added support for new carts (requires packetver 20120201 or newer). Super-Ultra-Plus thanks to Fatal Error and Judas.
  21. Please check this https://rathena.svn....gin_athena.conf! //If new_account is enabled, minimum length to userid and passwords should be 4? //Must be 'Yes' unless your client uses both 'Disable 4 LetterUserID/Password' Diffs new_acc_length_limit: yes In your case, you would say no.
  22. Here: Current Bonuses bonus bSetRace,x; (complete) - Sets a player's race to type 'x' bonus2 bElementDamage,x,y; (complete) - Increases damage when using a skill/attack of element 'x' by 'y'% bonus2 bSCDuration,x,y; (complete) - Increases the duration of status 'x' by 'y'% bonus2 bBreakLimit,x,y; (complete) - Break the regular limit of 'x' (x = bMaxHP or bMaxSP) up to a new value of 'y' - Example: bonus2 bBreakLimit,bMaxHP,2000000; (Enables maximum HP to reach up to 2,000,000) bonus2 bSCDamage,x,y; (complete) - Increases damage against foes inflicted with status 'x' by 'y'% bonus bNoAreaMagic,x; (complete) - Reduces damage from area of effect magic (100 nulls damage completely) bonus bNoSingleMagic,x; (complete) - Reduces damage from single target magic (100 nulls damage completely) bonus2 bSCResist,x,y; (complete) - Increases resistance to status type 'x' by 'y'%. (x can be any status, such as SC_DECREASEAGI) bonus3 bAreaSkill,x,y,z; (complete) - Adds a 'y'% chance of skill 'x' dealing damage to enemies/allies in 'z' range. - Example: bonus3 bAreaSkill,"HP_ASSUMPTIO",35,3; (35% chance to cast Assumptio in a 7*7 area) bonus3 bSCExchange,x,y,z; (complete) - Adds a 'y'% chance of status 'x' being replaced with 'y' instead (upon you). - Example: bonus3 SC_ASSUMPTIO,SC_KYRIE,5; (5% chance of Assumptio being cast as Kyrie instead when cast on you) bonus2 bHPAttackRatio,x,y; (complete) - Deals more damage depending on the HP of the target, of race 'x' - Damage = Damage + (Damage * [HP * y / MaxHP] / 100) - Example: bonus bHPAttackRatio,RC_DemiHuman,50; (Deals +50% Damage at 100% Health, Deals +25% Damage at 50% Health) bonus2 bSPAttackRatio,x,y; (complete) - Deals more damage depending on the SP of the target, of race 'x' - Damage = Damage + (Damage * [sP * y / MaxSP] / 100) - Example: bonus bSPAttackRatio,RC_DemiHuman,50; (Deals +50% Damage at 100% SP, Deals +25% Damage at 50% SP) bonus bSkillTime,x; (complete) - Reduces the skill-cast animation time by 'x'%. - Agility also reduces this animation, but this command can further reduce the animation. bonus2 bIgnoreGTB,x,y; (complete) - Ignores GTB effect by 'x'% chance, dealing 'y'% of the damage. bonus bAvoidTrap,x; (complete) - Ignores the effect of any traps by 'x'% chance (can walk over them) bonus2 bNoConsume,x,y; (complete) - 'y'% chance to not consume requirements. - x - NC_SKILL: Skill requirements, NC_ATTACK: Ammunition (Arrows, Bullets), NC_GEMSTONE: Gemstones, NC_SKILLSP: Skill SP requirement - Example: bonus2 bNoConsume,NC_SKILL|NC_SKILLSP,5; (5% chance to not consume Skill SP and/or their requirements) bonus3 bSkillGainSP,x,y,z; (complete) - 'y'/10% chance of gaining 'z' SP when using skill 'x' (skill names supported). bonus bSkillMove,x; (complete) bonus2 bSkillMove,x,y; (complete) - Allows movement when casting skills (or skill 'x' for the second) but at 'x'% (or 'y'% for the second) walk speed. - Movement Speed = Speed * (201 - 'x') / 100 - Example: bonus bSkillMove,20; (Allows movement when using all skills, at -80% walk speed penalty) - Example: bonus2 bSkillMove,"MG_FIREBOLT",20; (Allows movement when using Firebolt, at -80% walk speed penalty) bonus bHealAttack,x; (complete) - Causes Heal to attack all targets 'x' regardless of Undead element/race - x - 1: Enemy, 2: Allies (Party, Guild when in GvG), 4: Self bonus3 bCloneAid,x,y,z; (complete) - Adds an 'x'/10% chance of a clone of yourself will aid you in battle for 'z' milliseconds. - y - ATF_* flags bonus2 bFullDodge,x,y; (complete) - Adds an 'x'/10% chance of avoiding complete damage. - Skills are also considered in this bonus. - y - BF_* flags (type of attack required, aka: BF_WEAPON, BF_MAGIC, BF_MISC) - Example: bonus2 bFullDodge,40,BF_WEAPON|BF_LONG; (4% chance to completely dodge long-range weapon damage) bonus bLastStand,x; (complete) - Adds an 'x'% chance to be left with 1 HP when damage is meant to kill you. - Effectively, at bonus bLastStand,100; players could never be killed (always have 1 HP remaining). bonus2 bCriticalDodge,x,y; (complete) - Adds a 'y'% chance of avoiding damage completely when HP is less than or equal to 'x'% bonus3 bHPDrainRatio,x,y,z; (complete) bonus3 bSPDrainRatio,x,y,z; (complete) - Adds a 'z'/10% chance of draining 'y'% current HP off enemies of race 'x' and absorbing it as health. bonus3 bSubEle,x,y,z; (complete) - Reduces damage from element 'x' by 'y'% when satisfying 'z' - z - BF_FLAGS - Example: bonus3 bSubEle,Ele_Fire,20,BF_MAGIC|BF_SKILL; (Reduces damage from Fire element Magic Skills by 20%) bonus bMdefAtkRatioRace,x; (complete) bonus bMdefAtkRatioEle,x; (complete) - Increased damage depending on the Mdef of the enemy of (race 'x' or element 'x'). bonus bDeathKeepBuffs,x; (complete) - Keep all buffs when killed (x is meaningless) bonus3 bCompare,x,y,z; (complete) - Compares 'x' stat between attacker and player, and if statisfies 'y', deals 'y' type moderation. - x - bStr, bAgi, bMaxHP etc. - y - If and Then flags. - z - The modifier for the overall formula. - Example: bonus3 bCompare,bStr,(ISMORE|ADDATK),20; (If attacker STR > target STR, then add 20 fixed damage) - Example: bonus3 bCompare,bAgi,(ISLESS|MAKEPOS|MU_ADDATK),5; (If attacker AGI < target AGI, make the difference positive and add 5*difference damage. - Example: bonus3 bCompare,bBaseStr,(ISMORE|ADDATK),20; (If attacker BaseSTR (No bonus+) > target BaseSTR, then add 20 fixed damage) Note: These will be explained better in a dedicated documentation file. Many different combinations may be made with this command alone. bonus bMinDamage,x; (complete) bonus bMaxDamage,x; (complete) - 'x'% chance to deal the minimum/maximum damage (bMaxDamage is the same effect as Maximise Power skill). bonus bSongMove,x; (complete) - Allows movement while performing, 'x' is meaningless. bonus bCritAtkMiss,x; (complete) - Adds an 'x'% chance to dodge a critical hit (shows as Lucky Dodge). bonus3 bAtkEmotion,x,y,z; (complete) - Adds a 'y'/10% chance to show 'x' emotion while 'z'. - z - 1: Attacking, 2: Being Attacked (3: Both) bonus bPayback,x; (complete) - Adds an 'x'/10% chance to instantly kill an enemy that killed you (except Boss monster). bonus bMatk,x; (complete) - Adds 'x' MATK (fixed). bonus bMagicDamageReturn2,x; (complete) - Returns 'x'% magic damage back to the caster. bonus bCopycat,x; (complete) - 'x'% chance to auto-cast the last skill used on you. - Example: If Firebolt is cast on you, you may auto-cast Firebolt back to the target. Note: Remember, if you have 2 individuals with 100% Copycat, they will continuously auto-cast the skill until one dies. bonus bIntimacy,x; (complete) - Increases the effectiveness of food granting intimacy by 'x'% http://www.eathena.ws/board/index.php?showtopic=244783&hl=Expansion It probably has a lot of errors because it is meant for eAthena and not rAthena. If you want it to work for rAthena, you're going to have to change how its applied to your source.
  23. That won't apply for the Aura issue. That's towards the actual skill "Cloaking" when used by player or monster.
  24. Hm I think you could try: atcommand "@nuke " + strcharinfo(0); This could work under the OnMobKilled part where if they killed the wrong Poring or something, they'll be nuked.
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