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Moskaum Y

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Everything posted by Moskaum Y

  1. Any updates with this? I'm having the same problem. Game closes after selecting the server: never seeing the char selection. BUT: some players can play normailly without crashes. But some players cant, they never sees the char selection. Relevant: the players that the client crashes after server selection, are russian or philippine, PLUS, they dont see english signs in the interface, they see korean. This should not be possible, since they're using the same data folder that the guys that see english signs. What can possible force their RO read different files? My client client: 2018-06-20cRagexe My clientinfo: <servicetype>korea</servicetype> <version>55</version> <langtype>12</langtype>
  2. Character is pulled back to starting cell (henceforth, "rebound") after trying to walk right after using a skill. This happens more often when the aspd is higher. Here is a video: In this video the walk delay is 150. I'm using 2018-06-20cRagexe. Caution: do not try to replicate this with magic rod. My intent is to NOT HAVE any circumstance of rebound, like in this two following videos, that were filming in a eAthena server. I'm aware that offical server have this rebound. But in an official server, the more aspd you have, the less rebound you get. On my rAthena server, is the opposite: the more aspd you have, the more rebound you get. Nevertheless, you would like to have zero rebound. How can I do this? Anyone has any ideia?
  3. I'm talking about bard/dancer songs, like bragi and etc. The effect duration is 20 secs. By default, if a player receives the effect and in between those 20 sec he once again enters the song range, the duration is recharged. I want to not be resettable, meaning, if a player had received a song effect 15 secs ago, and reenters the skill range and imediatly leaves, he should have only 5 secs of the effect, since the effect was not reseted. How can I do this?
  4. I just did some changes in: official_cell_stack_limit custom_cell_stack_limit I setted both on "1", and then 98% of the bugs in bio3 were fixed. But, appears a new bug, but now in juperos. When a Sin cloak/hide with a mob following him, the mob then walk immediately, making the juperos mobing impracticable. Theres any way to dont make any change about the walking path of the monsters, but they still stack in one cell to make juperos leveling viable?
  5. Currently i have a rathena with eamod on a private pre-renewal server, it's working "well" for most part of players. But seems to have something wrong with the Monsters. Its like they are thinking... dumb? There are lot of bug positions, a lot of wrong skills or using then in the wrong time, is a mess. This has been a struggle for the high-end mvps, for exemple if you get the MvP cecil on top of spot, she would go down with the stairs in only one single walk. Mini-boss of bio 3 are teleporting, wasnt like that on transclass, the range of sight of monster are smaller and some others bigger, there is many buggs... Check this video for you guys understand a little better: There is any way to fix all those buggs? I have feeling there is so many of them, that if I use only the AI of monster of eathena trans class would be more effective, but I dont know if this is possible. Any thoughts?
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