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F0xxy

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Everything posted by F0xxy

  1. F0xxy

    BGM

    3rd - USE A AUDIO CONVERTER AND MAKE SURE THE SOUND FILE IS 80kbps BITRATE only then it will work I hope this will solve your problem. Files up to 256kbps can be played, 80kbps would make it sound crappy
  2. Updated lua files? As for the skill levels: lua files/skillinfoz/skillinfo_f.lua -- Function #8 IsLevelUseSkill = function(SkillID) local obj = SKILL_INFO_LIST[skillID] if obj ~= nil then obj = SKILL_INFO_LIST[skillID].SpAmount end if obj ~= nil then return 1 end return 0 end
  3. conf/battle/guild.conf: // Limit Guild alliances. Value is 0 to 3. // If you want to change this value, clear the guild alliance table. // Default is 3 max_guild_alliance: 0
  4. Like I said, tell them to delete any eventual lia files folders they might have or try a different patched client: Here
  5. Merge your data folder with your grf instead.
  6. Oh yeah, forgot about langtype, 1 should be fine(at least for me). For the nill error, do you or your friends have any lua files folder inside your data folder? And does it only happen to them?
  7. <?xml version="1.0" encoding="euc-kr" ?> <clientinfo> <servicetype>korea</servicetype> <servertype>sakray</servertype> <connection> <desc>Need BasureRO beta testers</desc> <display>BasureRO</display> <balloon>Welcome to BasureRO</balloon> <address>127.0.0.1</address> <port>6900</port> <version>28</version> <langtype>6</langtype> <registrationweb></registrationweb> <aid> <admin>2000000</admin> <admin>2000001</admin> <admin>2000002</admin> </aid> <loading> <image>loading00.jpg</image> <image>loading01.jpg</image> <image>loading02.jpg</image> </loading> </connection> </clientinfo> If they're getting a nill value error there must be something wrong with the lua/lub files.
  8. Yeah, I was actually refering to the rA bugs tho, most people just stick with older clients other than getting around those bugs... Well do as he says, show your settings so we can tell you whats wrong p:
  9. If that were the case then she'd simply error once she logged...it wouldn't by any means prevent someone from logging in. ._. Recent clients are just not worth the trouble in my opinion, for now.
  10. Means you'll need a sql table for it to run, as for the scripts... Make sure there's tabs inbetween and not spaces.
  11. F0xxy

    MvP

    I think he means some sort of info npc that tells you if mvp's are up or not...never seen anything like that so far...hmm...
  12. Did you upload main.ini and the other 2 files to their respective host folders?
  13. @go Use this one instead.
  14. Either missing patchlist.txt or can't connect to it...
  15. May be that the map server isnt connecting to the char server...and make sure you have an account in SQL with your userid and passwd from your login/char/map_athena.conf(this is one of the first steps when you set up SQL). If that's not the problem then check if the conf files are fine
  16. Now this is useful, and loading just fine here.
  17. Simply add this: http://rathena.org/board/topic/62238-manage-skill-damage-11/ So you can control skill damage in normal maps, pvp, BG and WoE separately.
  18. Right click your 'ragnarok' schema -> Drop schema
  19. Or PM/add me, I can give you a lead.
  20. That's really all you need to know, make an image, preferably 4:3 to avoid stretching the image and place it in data exture\À¯ÀúÀÎÅÍÆäÀ̽º if you're using your data folder or data exture\유저인터페이스 if you're using a grf to load your server files...name it as loading00.jpg for example and also make sure you don't diff your client with Loading screen 1/2 only in case you wanna have multiple loading screens. The number of different loading screens you can have depends on your langtype.
  21. Perhaps you should use 2011-03-15 instead, never had any sort of problems while using it.
  22. Well, in a few servers I played, scripts were reloaded like twice when we were doing ET and I can say it was damn annoying to be stuck inside and have to wait after to go in again. So yeah, I think it's a good idea.
  23. That is still incredibly faulty logic. I'd suggested replacing a warp with a script, and you're suggesting keeping the warps and adding a script. You think the latter is more efficient? o_o Also, an invisible "blocker" that "ends" consumes resources equally as a script check. if (Upper != 8) end; // Warp by portal if (Upper != 8) end; // Warp by script "a warp with a script" - Lol Efficiency, it gets the job done and it's an alternative to changing portals, dunno where you're going with that. Then according to your logic your 2nd suggestion would suck too since you're keeping the warps and adding a script anyways. Obviously blocking certain parameters requires checks, pointless statement but do you really think that just cause the [ammount] of npc's is somewhat higher, the resources will necessarily need to be twice as much compared to another script? <.<' I'd say comparing mine and your 2nd suggestion, yours would be more efficient since it'll end up loading as often as mine and will end up stopping some abuse just in case, that's good and I accept that fact. If by any chance someone would rather use my script then it would be fine as well now...wouldn't it? Point of this argument: None.
  24. I don't mean to prolong this argument, but there are several flaws in what you stated. First, it certainly doesn't add any additional checks to replace warps, since there are no less "if" statements in your idea than in mine. Ending a script after a conditional consumes just as much resources as warping after it. And all of the things you stated are still scripts, so it's a misleading statement, really. @QQfoolsorellina: That's a good point, and it would probably be easier to implement, too. "...all of the things you stated are still scripts..." Never said otherwise. Warps do not have checks, that's the point here, there's no doubt it will consume more resources by replacing it with a script. Of course if the script ends or warps you you won't feel any difference since it's a matter of milliseconds anyways, but there's always a difference(just saying). I guess we can both agree to the fact that your 2nd suggestion is a lot more plausible in the long run, enough.
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