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Idolo

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Posts posted by Idolo

  1. You have recompil after set ///#define RENEWAL_DROP in src/config open renewal.h ?

    tried to set drops.conf in conf\battle like this:

    //--------------------------------------------------------------
    // 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: 10000
    item_rate_common_boss: 10000
    item_drop_common_min: 10000
    item_drop_common_max: 10000
    
    // The rate healing items are dropped (items that restore HP or SP)
    item_rate_heal: 10000
    item_rate_heal_boss: 10000
    item_drop_heal_min: 10000
    item_drop_heal_max: 10000
    
    // The rate at which usable items (in the item tab) other then healing items are dropped.
    item_rate_use: 10000
    item_rate_use_boss: 10000
    item_drop_use_min: 10000
    item_drop_use_max: 10000
    
    // The rate at which equipment is dropped.
    item_rate_equip: 10000
    item_rate_equip_boss: 10000
    item_drop_equip_min: 10000
    item_drop_equip_max: 10000
    
    // The rate at which cards are dropped
    item_rate_card: 10000
    item_rate_card_boss: 10000
    item_drop_card_min: 10000
    item_drop_card_max: 10000
    
    // The rate adjustment for the MVP items that the MVP gets directly in their inventory
    item_rate_mvp: 10000
    item_drop_mvp_min: 10000
    item_drop_mvp_max: 10000
    
    // The rate adjustment for card-granted item drops.
    item_rate_adddrop: 10000
    item_drop_add_min: 10000
    item_drop_add_max: 10000
    
    // Rate adjustment for Treasure Box drops (these override all other modifiers)
    item_rate_treasure: 10000
    item_drop_treasure_min: 10000
    item_drop_treasure_max: 10000
    
    // 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: 0
     
    

    Drop would be 100%

  2. Hello, I would create an command who can launch sound effect in loop.

    I tried this:

    -    script    se#atSE    -1,{
    Onmse:
    if (getgmlevel()==99) {
    .song_playing = 1;
    initnpctimer;
    if ( .song_playing == 1 ) {
    sleep2 26000;
    soundeffectall "dont_forget_me_not.wav",0,"hugel";
    }
    OnTimer600000:
    stopnpctimer;
    .song_playing = 0;
    }
    
    OnInit:
      bindatcmd "@soundeffect","se#atSE::Onmse";
    end;
    }
    

    The song launched after 26sec but it does not start again at end.

    Help please.

  3. I'm not sure but you can test.

    In src\map\skill.c

    line 477

        //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
        if (skill_db[idx].copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
            return 1;
    

    change by

        //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
        if (pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
            return 1;
    
    • Upvote 1
  4. Hello guys aigan me ! xD

    I would know how I can exclude SC_CP_WEAPON SC_CP_SHIELD SC_CP_ARMOR and SC_CP_HELM From Banishing Buster skill (rebellion) ?

     

    Does it something like this would works ?

                for(i=0;i<SC_MAX;i++) {
                    if (!tsc->data[i])
                        continue;
                    switch (i) {
                case SC_CP_WEAPON:
                case SC_CP_SHIELD:
                case SC_CP_ARMOR:
                case SC_CP_HELM:
                break;
                    }
    
        case RL_BANISHING_BUSTER:
            if (dstsd && tsc) {
                uint16 i = 0;
                uint8 n = skill_lv * 2 + 2; //4, 6, 8, 10, 12
                for(i=0;i<SC_MAX;i++) {
                    if (!tsc->data[i])
                        continue;
                    switch (i) {
                case SC_CP_WEAPON:
                case SC_CP_SHIELD:
                case SC_CP_ARMOR:
                case SC_CP_HELM:
                break;
                    }
                for (i = 0; i < SC_MAX && n > 0; i++) {
                    if (tsc->data[i] && rnd()%400 < status_get_dex(src)) { //(custom)
                        status_change_end(bl,(sc_type)i,INVALID_TIMER);
                        n--;
                    }
                }
            }
            break;
    

    ?

    Thank.

  5. In conf/battle/monster.conf

    // Chance of mob casting a skill (Note 2)
    // Higher rates lead to 100% mob skill usage with no/few normal attacks.
    // Set to 0 to disable mob skills.
    mob_skill_rate: 100
    
    // Mob skill delay adjust (Note 2)
    // After a mob has casted a skill, there is a delay before being able to
    // re-cast it. Note that skills with a delay of 0 can't be affected by this
    // setting.
    mob_skill_delay: 100
    

    mob_skill_rate is already 100 or 0 ?

     

    And I found this in src/map/battle.c

     

    //    { "mob_skill_use",                      &battle_config.mob_skill_use,                   1,      0,      1,              }, //Deprecated
        { "mob_skill_rate",                     &battle_config.mob_skill_rate,                  100,    0,      INT_MAX,        },
        { "mob_skill_delay",                    &battle_config.mob_skill_delay,                 100,    0,      INT_MAX,        },
    
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