-
Posts
224 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Downloads
Jobs Available
Server Database
Third-Party Services
Top Guides
Store
Crowdfunding
Posts posted by F0xxy
-
-
Worked for me
-
Like the title says, players lose hp after warping
and from what I see it happens when the hp value is higher than the 'hp' value in sql.For example if I equip an item that gives me 5% more hp, after I warp I lose those 5% hp accordingly whch is weird...
Tried messing with max hp and health rates and hp_sp tables but nothing helped at all.
Hopefully someone can shed some light on this
PS: I found the problem...
Whenever I equip something that adds stats or hp/sp the hp and max hp value in sql are not updated and so when I warp it loads back the old values exactly...
How do I fix this?
-
Any updates on this?
-
Same thing happens with Apache on centOS 6.5...
-
Already tried a bunch of stuff myself as well but alll leads to that issue
-
Same problem here...
-
Also getting this error after updating...any ideas?
-
When I open the mail it won't let me change to the "Write" tab.
It's unclickable and makes it impossible to send mails...
What would be the fix for this?
Edit: Client version is 2013-08-07a
-
You could either use OnLoadMapEvent or edit the distance you want the npc to trigger from:
Lunette,72,107,4 script Example 692,6,6,{Change the bolded numbers to whatever number of cells you need.
-
Oh hey, I remember this!
I probably said it was amazing back then...well still is
-
Well it seems that whatever you do is just bound to be awesome
- 1
-
1. I'd say to keep people from continually casting stuff but you're better off asking Gravity.
2. Cooldown affects all skills while cast-time is just the channeling of a certain skill(time reduced by dex(renewal has a cap for how much it can be reduced though)).
3. Yes.
4. Spam-fest plus a few skills are just too annoying when spammed(Pressure is a good example).
5. Not sure what you just asked but Kiel already reduces cooldown...only way I can think of is using pre-renewal cast so there can be insta-cast at a given dex value(if you meant reduce the cast or actually disable it).
-
That's the problem.
-
Is there any guide for hexing the client to do this... I've noticed some npcs in the 10000 range... Idk if that's an official thing, but we really are out of IDs for new custom npcs, and I'd like more,
Not sure if Ai4rei came up with anything of sorts so far but technically if you change this line in npc.h:
#define npcdb_checkid(id) ( ( (id) >= 46 && (id) <= 125) || (id) == HIDDEN_WARP_CLASS || ( (id) > 400 && (id) < MAX_NPC_CLASS ) || (id) == INVISIBLE_CLASS || ( id > MAX_NPC_CLASS2_START && id < MAX_NPC_CLASS2_END ) )
to
#define npcdb_checkid(id) ( ( (id) >= 46 && (id) <= 138) || (id) == HIDDEN_WARP_CLASS || ( (id) > 400 && (id) < MAX_NPC_CLASS ) || (id) == INVISIBLE_CLASS || ( id > MAX_NPC_CLASS2_START && id < MAX_NPC_CLASS2_END ) )
...you could use a few extra ID's....but the problem is that the client will display the npc's as porings without the proper hex for the npcidentity.
-
Uh if you're trying to get new npc's in unused slots then it's simply not possible without hexing the client.
-
That's the problem then...that client is not reading those files unless you diff it with the "Load lua before lub" option, but I'd recommend getting them from here instead of doing that:
-
I'm not using a grf atm. my client is reading the data folder first.
and yes the lua folder is in this format data/luafiles514/lua files/
and my client is 2012-04-10
And the files in there are .lua or .lub?
-
Cause I noticed you said that you edited "jobname.lua" yet recent clients use .lub files and the folder path is data\luafiles514\lua files\datainfo...so if you have both luafiles514 and lua files in data the one who should be edited is luafiles514 since that's the one being used by the client.
And in case your client actually does make use of it, then make sure you use .lub files as well otherwise the client will be reading the default ones from rdata.grf, .lub is read first than .lua
-
My custom npcs are around 590 range, try there
all those IDs are taken by official npcs now. btw do I only have to edit the 2 lua files or do I also have to edit the db/const.txt?
Personally I've never changed my const.txt and don't see why it would be necessary...
By the way, do you also have the luafiles514 folder in your grf?
-
all_equipment: true
Did you type it like this?
-
As for the favorite tab issue:
http://rathena.org/b...em/#entry153055
Use the attached msgstringtable.txt there.
You need the new msgstringtable that can be found in our forums. However, for the Navigation window, all that is all hard coded into 2012-04-10aRagexeRE clients. More information can be found here regarding that.
From the looks of it, your data folder is really outdated and should be updated. You would always want current stuff.
As for the GM Command... I'm not sure if you wanna refer to @item2 o_o
Perhaps he meant @produce
- 1
-
Merry christmas mates
-
Why the lol?
That's actually the only problem there lol.
just to add/bump that to my post and i found that funny @_@
I guess it is...in a way
-
<registrationweb>facebook.com</registrationweb>
lol
is that affect the GM suit?
<aid> <admin>2000000</admin> <admin>2000001</admin> <admin>2000002</admin> </aid>
replace these numbers with the gm's account ID number
Why the lol?
That's actually the only problem there lol.
System MVP save resPawn
in Scripting Support
Posted
Well as long as the spawn timers are set in the mob scripts there's nothing you can do...the only way would be replacing them with a script that would spawn those monsters in their respective maps with a 'OnClock' label or something like that and have their death times tracked by a script as well.