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Posts posted by Kenpachi
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I like the idea. Everything that make changes easiers for user is welcome.
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BUMP!
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Basically a combo ID like in AEGIS...
Yes, I like the idea.
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Did you read the comment KeyWorld quoted?
// 333 = show announces for 3.33% or lower drop chance itemsSo you have to use 100 for 1.00% instead of 333 for 3.33%... (or 99 for below 1.00%)
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Basically I share Arcenciels opinion. Server owners should pick their custom scripts.
But on the other hand we already have that folder and it's used by many people.
I'm fine with your idea, Euphy.
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@Topic:
Seems to be a good move to separate some things. I don't like files with tons of scripts inside that doesn't belong to each other.
@Euphys optimisation:
I'm fine with that.
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I prefer .NET languages (C# FTW) because MSDN is an awesomely good documentation and Visual Studio is a very good IDE, too.
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Sowas ähnliches gab es früher auf UndergroundRO. Die Spieler fanden es toll...
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That comment is pointless.
There is no reason to prevent an item from being used in more than one combo.
See the original discussion of the bug: http://www.eathena.w...ker&showbug=309
Aegis has a special notation for item combos. It's name { item1 item2 item3 }, you get the idea. Combos are defined separately, and apparently execute separately. We tested the alch+merch combo a month before, and confirmed that on aegis, both combos kick in even though they share half of the cards. -
As mentioned yesterday in IRC: Go for it!
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Yes, I understand now.
And well, I thought about that problem (one item in multiple combos), too.
I like your idea but not the syntax you used. I'll talk to Ind (and probably WIlcard because he's really good in finding solutions for problems like that) about a nice layout.
(I think we should get this done over the weekend...)
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Hi.
Referring to bugreport:309 I want to ask for your opinion.
I think it's more clean to have those scripts separated simply because you don't have to search the item that holds the combo script.
My idea would be something like this: (TXT format)
itemID1:itemID2:itemID3,{ bonus bStr,1; } itemID1:itemID2,{ bonus bDex,2; }
BTW; I'm aware of the fact that this wont solve the issue but I think it could be done in the same task.
Im not good at source but is this possible like in the groups.conf
item: { itemC1: { bonus bAgi,1; }, itemC2: { bonus bStr,1; }, }
You should explain your sample... I don't understand it. And well, everything is possible.
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../conf/msg_athena.conf (Should be enough I think.)
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Yes, that's right.(2^01): 0x00000002 + (2^02): 0x00000004 = (4^03): 0x00000006 ? =swordman and mage?
(2^07): 0x00000080 + (2^08): 0x00000100 = (4^15): 0x00000180 ? =knight and priest?
http://rathena.org/wiki/Custom_Items#Structure - See explanation of Upper field.what is renewal 3rd class code?
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What frenzmu06 said isn't true.
To make your sprite visible just use an itemID which is in the correct range - explained in wiki: http://rathena.org/wiki/Custom_weapons
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Comment that scripts inside your configs.(scripts_XXX.conf inside /npc/ folder)
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That's because warp type NPCs can't have a script.
Use a normal NPC with spriteID 45.
prontera,133,183,0 script warp#123 45,2,2,{ if (countitem(7179) < 5) warp "prt_in",28,169; else { warp "SavePoint",0,0; dispbottom "You Need 5 Proof of Donation to enter this Warp."; } end; }
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skill_require_db.txt:
502,0,0,20,0,0,0,99,99,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_TRIPLEACTION -
You have to combinbe Job and Upper field. Job itself just specifies the base jobs. Baby, 2nd or 3rd is handled by Upper.
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The chances will be reverted. I can't believe that the chances will increase after +10.
Furthermore fRO says 10%, too. (http://rns.gamona.de/index.php?show=upgrade)
And well, ratemyserver is not a source we should use.
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Me too.Apparently it's not "slightly unnecessary" as members are questioning it's removal
indeed, i miss that as well.
MF_SKILLNOREQUIREMENTS
in Source Releases
Posted
Hi.
Just a small mapflag...
mf_skillnorequirements_r16380.patch
mf_skillnorequirements_r16464.patch