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mawjustin

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About mawjustin

  • Rank
    Drops
  • Birthday May 24

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  • Gender
    Male
  • Location
    Manila
  • Server
    Ragnarok Online Redefined
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    mawjustin1
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    Online Games

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  1. Thank you! this all make sense now.
  2. Hi Team, May I ask for assistance on this concern? In my db/re/mob_db.txt this is my Osiris. 1038,OSIRIS,Osiris,Osiris,68,475840,1,245520,200880,1,1980,1503,172,164,97,99,86,131,145,67,10,12,1,1,89,0x6283695,100,1072,672,384,122760,751,500,603,4000,608,3000,617,2000,1232,150,2235,200,1255,600,1009,1000,5053,150,1285,100,0,0,0,0,4144,1 But all of it is not showing. MVP Items is only showing Osiris Doll. Where it should give OBB, YGG Seed and Osiris Doll. This is my conf/battle/drops.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%) //-------------------------------------------------------------- // 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: 60000 // 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: 2500 item_rate_common_boss: 2500 item_rate_common_mvp: 2500 item_drop_common_min: 1 item_drop_common_max: 10000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 2500 item_rate_heal_boss: 2500 item_rate_heal_mvp: 2500 item_drop_heal_min: 1 item_drop_heal_max: 10000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 2500 item_rate_use_boss: 2500 item_rate_use_mvp: 2500 item_drop_use_min: 1 item_drop_use_max: 10000 // The rate at which equipment is dropped. item_rate_equip: 2500 item_rate_equip_boss: 2500 item_rate_equip_mvp: 2500 item_drop_equip_min: 1 item_drop_equip_max: 10000 // The rate at which cards are dropped item_rate_card: 2500 item_rate_card_boss: 2500 item_rate_card_mvp: 2500 item_drop_card_min: 1 item_drop_card_max: 100000 // The rate adjustment for the MVP items that the MVP gets directly in their inventory // Mode: 0 - official order, 1 - random order, 2 - all items item_rate_mvp: 2500 item_drop_mvp_min: 1 item_drop_mvp_max: 10000 item_drop_mvp_mode: 0 // The rate adjustment for card-granted item drops. item_rate_adddrop: 2500 item_drop_add_min: 1 item_drop_add_max: 10000 // Rate adjustment for Treasure Box drops (these override all other modifiers) item_rate_treasure: 2500 item_drop_treasure_min: 1 item_drop_treasure_max: 1000 // 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: 100 // 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: 1 // 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: 500 // Does autoloot take into account player bonuses and penalties? (Note 1) // If RENEWAL_DROP, Bubble Gum, or any other modifiers are active autoloot // will take them into account. autoloot_adjust: 0 Thank you.
  3. this is good.. ill add this.. thanks!
  4. aside from these?? I'm using them right now. hehe
  5. May I ask for mobs and loots suggestions for quest aside from the rare ores? (biotite, phologphite, etc.) I'm looking for mobs that have a low respawn rate, or there are only 5-10 of them in each map. Thank you in advance!
  6. Thank you! it works! I just did a bit of modification to align with my server.
  7. Thank you, I'll test this out. EDIT @Patskie it's not giving rewards..
  8. May I ask for assistance on how to limit Bounty Hunter Abuse? This script is from @deathscythe13 Player can only be listed in bounty 1x a day. Kill Streak must be unique Player ID. Or Set timer per kill for the same ID. //made by deathscythe13 - script Bounty -1,{ OnInit: set $wantedlistlength,10; // bounty length set .rewarditem, 50000; //reward item id set .killstreak, 10; // kill streak before gets to bounty end; OnPCKillEvent: [email protected]$,[email protected],[email protected],0; if(getcharid(3)==killedrid) end; //if([email protected]$ != "guild_vs5") end; for(set [email protected],0; [email protected] < $wantedlistlength && rid2name(killedrid)!=$wantedlist$[[email protected]]; set [email protected], [email protected]+1); if([email protected] < $wantedlistlength && rid2name(killedrid)==$wantedlist$[[email protected]]) { set [email protected] , 3 - ([email protected]); // amount of reward (i dunnoe the calc sorry) getitem .rewarditem,[email protected]; dispbottom "You have killed a bounty!"; for(set [email protected],[email protected]; [email protected] < $wantedlistlength; set [email protected], [email protected]+1) { set $wantedlist$[[email protected]], $wantedlist$[[email protected]+1]; set $wantedliststreak[[email protected]], $wantedliststreak[[email protected]+1]; } announce rid2name(killedrid)+" has been removed in the bounty list!",0; } else { set killerstreak, killerstreak+1; dispbottom "Kill Streak: "+killerstreak; } if(killerstreak >= .killstreak) { for(set [email protected], 0; [email protected] < $wantedlistlength && $wantedliststreak[[email protected]] > killerstreak; set [email protected], [email protected]+1); if([email protected] < $wantedlistlength && killerstreak >= $wantedliststreak[[email protected]]) { for(set [email protected] ,0; [email protected] < $wantedlistlength && $wantedlist$[[email protected]]!=strcharinfo(0); set [email protected], [email protected]+1); if([email protected] < $wantedlistlength && $wantedlist$[[email protected]]==strcharinfo(0)) { for(set [email protected], [email protected]; [email protected] < $wantedlistlength; set [email protected], [email protected]+1) { set $wantedlist$[[email protected]], $wantedlist$[[email protected]+1]; set $wantedliststreak[[email protected]], $wantedliststreak[[email protected]+1]; } } for(set [email protected], ($wantedlistlength-1); [email protected] > [email protected] ; set [email protected], [email protected]) { set $wantedlist$[[email protected]], $wantedlist$[[email protected]]; set $wantedliststreak[[email protected]], $wantedliststreak[[email protected]]; } announce strcharinfo(0)+" is now in bounty list top "+([email protected]+1)+"!",0; set $wantedlist$[[email protected]], strcharinfo(0); set $wantedliststreak[[email protected]], killerstreak; } } attachrid(killedrid); if(killerstreak) { set killerstreak, 0; dispbottom "Your streak has been reset because you died!"; } end; } moc_para01,48,179,3 script Wanted List 837,{ mes "[^4B0082 Wanted List ^000000]"; mes "Announcement:"; mes "This is the current Wanted List."; mes "Anyone who can kill any of these"; mes "people will be reward with "+getitemname(50000)+""; next; mes "[^4B0082 Wanted List ^000000]"; mes "Current Wanted List"; mes ""; for (set [email protected],0; [email protected] < $wantedlistlength; set [email protected], [email protected]+1) { set [email protected], [email protected]+1; mes [email protected]+".) "+$wantedlist$[[email protected]]+" Streak: "+$wantedliststreak[[email protected]]; } next; mes "[^4B0082 Wanted List ^000000]"; mes "Happy hunting."; close; }
  9. Similar Race of the Day, may I ask for Monster of the Day? A specific monster with increased XP, gives zeny, and custom item drop, similar to Race of the Day.
  10. Hi guys, may I ask for a script that removes all Random Option of an item in exchange for a certain item? Thanks!
  11. Thank you for the answers guys, this had me thinking about this. I will look for a way to implement this properly.
  12. I want the players to use zeny as main mode of trading, instead of directly using Proof of Donation as main currency. I'm following this concept. Check at 5:02
  13. Is there a possibility to do this? Make an item account bound, which in essence cannot be traded, or stored in guild storage, but can be vended. I'm trying to materialize a flow like this: 1. Buy proof of donation 2. Proof of donation is Account Bound. 3. Proof of donation Cannot be traded. 4. But, Proof of donation can be vended using Vend skill. I'm trying to force players into using zeny as the main currency and avoid using Proof of donation as main currency.
  14. But it does not allow vend. what I need is for it to be vendable, but not tradeable and dropable.
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