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Everything posted by Scanty
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OpenKore - Closing connection to Character Server
Scanty replied to syafiq's question in General Support
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I think the map's file are ok. I guess it's a mob sprite corrupt. Try to diff new client and don't mark this When you enter in that zone an error will be displayed
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R> Help about Stats for each Level for Max Lv more than 255.
Scanty replied to ItsFree's question in Database Support
Maybe you need to change your statpoint.txt Test this 2 statpoint.txt: Option 1 Option 2 After you change your statpoint. Restart server... or "@reload pc" and relog.- 1 reply
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Alright. src/map/skill.cpp Line: 4113 case WL_CHAINLIGHTNING_ATK: { skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 ) { // Remaining Chains Hit struct block_list *nbl = NULL; // Next Target of Chain nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one... if( nbl == NULL ) skl->x++; else skl->x = 0; skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); } } This line: skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); change: 651 to 100 or a number < 651 is the speed in miliseconds i guess?. in 100 Chain Lighthing hits are very fast. Save and compile your svr.
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Go to db/pre or re/item_flag.txt // Flagged Items // <ItemID>,<Flag> // // <Flag>: // 1 - As Dead Branch item (will be logged at `branchlog` table and cannot be used at 'nobranch' mapflag) // 2 - As item group container, check player's inventory and weight before consumed // 4 - GUID Item: When this item is obtained, will generates GUID that cannot be stacked even same or stackable item // 8 - Item will be bound item when equipped // 16 - Special Broadcast: When item dropped by monster and player loot it, will be broadcasted! // 32 - Item will not be removed on consumption. Also supports 'itemskill' // NOTE: For removing flag by import file, use "-" to remove the flag. Example, 604,-1 will removes flag 1 from Branch_Of_Dead_Tree Search the id for example id: 16396 = HD Elunium 10PC Box 16393,-1 //HD_Ori_Box5 16394,-1//HD_Ori_Box10 16395,-1 //HD_Elu_Box5 16396,-1 //HD_Elu_Box10 I remove the mapflag but if you want can you change to 2 or what ever you want. Then use @reload itemdb Important: If you already have items non stackeable, you need to create new item to be stackeable.
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Go to db/pre or re/skill_db.txt // 06 nk (skill damage properties): // 0x01 - No damage skill // 0x02 - Has splash area // 0x04 - Damage should be split among targets // 0x08 - Skill ignores caster's % damage cards (misc type always ignores) // 0x10 - Skill ignores elemental adjustments // 0x20 - Skill ignores target's defense (misc type always ignores) // 0x40 - Skill ignores target's flee (magic type always ignores) // 0x80 - Skill ignores target's def cards Search Skill id: 2008 2008,9,6,2,3,0x42,1:1:1:2:2:2:3:3:4:4,10,1,no,0,0x40000,0,weapon,0,0x0, RK_DRAGONBREATH,Dragon Breath 0x42 = 0x40 + 0x02. For your purpose i will change to : 0x62 = 0x40+0x20+0x20. Dragon Breath in this case don't ignore caster's % damage cards, like hydra, etc. Change to 0x70 if you want. Save and reload skilldb.
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Your costume lines in item_db
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If you delete the costumes you weight is normal? or without costumes your weight is 90%? Anyway show your custom costume lines.
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You tried to change 100*skill_lv exm: 200*skill_lv = 20% break weapon/armor. Only to see if AD works.
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This could help you. Open VS > Tools > Get tools and features > Develop Desktop c# SDK Windows 8.1. oh nvm. xd
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Open db/re/item_buyingstore.txt Comment line 1772 //7170 //Tuxedo Idk why tuxedo it's ETC item, when you change the script... tuxedo it became equipable, that's why
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How to remove button "return to last save point" when I die on pvp
Scanty replied to technick's question in General Support
Why just do not validate to when player die, auto-respawn in their savepoint? OnPCDieEvent: warp "SavePoint",0,0; Or if you have different pvp maps. - script pvpmap -1,{ end; OnPCDieEvent: if(strcharinfo(3) == "pvp_map") { warp "SavePoint",0,0; } end; } -
7170,Tuxedo,Tuxedo,5,43000,,10,,0,,0,0xFFFFFFFE,7,1,16,,0,1,0,{ChangeBase 22;},{ },{ ChangeBase Class; }
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src/map/clif.cpp /// Request to invoke the effect of super novice's guardian angel prayer (CZ_CHOPOKGI). /// 01ed /// Note: This packet is caused by 7 lines of any text, followed by /// the prayer and an another line of any text. The prayer is /// defined by lines 790~793 in data\msgstringtable.txt /// "Dear angel, can you hear my voice?" /// "I am" (space separated player name) "Super Novice~" /// "Help me out~ Please~ T_T" void clif_parse_NoviceExplosionSpirits(int fd, struct map_session_data *sd) { if( (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE ) { unsigned int next = pc_nextbaseexp(sd); if( next ) { int percent = (int)( ( (float)sd->status.base_exp/(float)next )*1000. ); if( percent && ( percent%100 ) == 0 ) {// 10.0%, 20.0%, ..., 90.0% sc_start(&sd->bl,&sd->bl, status_skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill_get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex] clif_skill_nodamage(&sd->bl, &sd->bl, MO_EXPLOSIONSPIRITS, 5, 1); // prayer always shows successful Lv5 cast and disregards noskill restrictions } } } }
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- script Flower#0::iceflower -1,{ if (readJeff >= 1) { set .@fcast,20; if (countitem(6381)) { // Field Shovel set .@fcast,.@fcast - 18; } progressbar "ffffff",.@fcast; set .@flower,rand(1,15); if (.@flower == 1) set .@item2,18747; else if (.@flower == 2) set .@item2,518; // Honey else if (.@flower == 3) set .@item2,514; // Grape else if (.@flower == 4) set .@item2,510; // Blue Herb else if (.@flower == 5) set .@item2,7018; // Young Twig else if (.@flower == 6) set .@item2,7871; // Bean Bag else if (.@flower == 7) set .@item2,19541; // Costume Romantic White Flower [0] [Costume Lower Head] else if (.@flower == 8) set .@item2,6079; // Flower Of Alfheim else if (.@flower == 9) set .@item2,7871; // Bean Bag else if (.@flower == 10) set .@item2,905; // Stem else if (.@flower == 11) set .@item2,7018; // Young Twig else if (.@flower == 12) set .@item2,12293; // Dried Yggdrasilberry Heilt 20% SP else if (.@flower == 13) set .@item2,12292; // Unripe Yggdrasilberry Heilt 20% HP else if (.@flower == 14) set .@item2,7871; // Bean Bag else if (.@flower == 15) set .@item2,7033; // Poison Spore getitem .@item2,1; delitem 6381,1; initnpctimer; disablenpc strnpcinfo(0); end; OnTimer180000: enablenpc strnpcinfo(0); stopnpctimer; end; } mes ".........."; close; } ice_dun01,242,80,4 duplicate(iceflower) Flower#1 527 ice_dun01,53,73,4 duplicate(iceflower) Flower#2 527 ice_dun01,289,74,4 duplicate(iceflower) Flower#3 527 ice_dun01,239,81,4 duplicate(iceflower) Flower#4 527 OnTimer180000 = 3 minutes to show again the npc.
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Option 1: prontera,150,150,4 script Warper 939,{ if (countitem(7338) < 1) { mes "[Waper]"; mes "Sorry, you don't have VIP Badge"; close; } else { mes "hello master i'm a vip warper where did you want to warp"; next; switch(select("Morning WOE:Evening WOE")) { case 1: warp "prontera",150,151; break; case 2: warp "prontera",150,152; break; } } } Option 2: prontera,150,150,4 script Warper 939,{ if (countitem(7338) < 1) { mes "[Waper]"; mes "Sorry, you don't have VIP Badge"; close; } else { mes "hello master i'm a vip warper... blaabla."; if (gettime(3)>= 6&&gettime(3)<= 12) { select ("Morning WOE"); warp "prontera",150,151; } if (gettime(3)>=13&&gettime(3)<=18) { select ("Evening WOE"); warp "prontera",150,152; } } }
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specialeffect2 EF_LIGHTSPHERE; bonus_script "{ bonus bMaxHPrate,100; bonus bDefRate,-50; bonus bMdefRate,-50; }",180,1024,0,SI_MVPCARD_TAOGUNKA; It's only expand the duration, for example bonus_script "{ bonus bMaxHPrate,100; bonus bDefRate,-50; bonus bMdefRate,-50; }",5,1024,0,SI_MVPCARD_TAOGUNKA; The effect will end in 5sec, but if i use the item when i have 1 sec remaning to end the effect, that script will add 5 more sec. But if i use 2 at the same time, the time duration will not stack, exm: i have 4 sec remaning and i use again the time, i got 1 sec because i already have 4 sec . sorry if i confuse you. I'm learning english
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- script Drop_extra -1,{ OnNPCKillEvent: if( rand( 100 ) <= 3 && (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Rune_Knight_T)) { { .@item_id = F_Rand( 7097,1034 ); getitem .@item_id,1; } end; } if( rand( 100 ) <= 3 && (Class == Job_Sage || Class == Job_Professor || Class == Job_Sorcerer_T)) { { .@item_id = F_Rand( 904,946 ); getitem .@item_id,1; } end; } if( rand( 100 ) <= 3 && (Class == Job_Blacksmith || Class == Job_Whitesmith || Class == Job_Mechanic_T)) { { .@item_id = F_Rand( 999,984 ); getitem .@item_id,1; } end; } if( rand( 100 ) <= 3 && (Class == Job_Alchemist || Class == Job_Creator || Class == Job_Genetic_T)) { { .@item_id = F_Rand( 7135,7136 ); getitem .@item_id,1; } end; } if ( rand( 100 ) <= 3 && (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Guillotine_Cross_T)) { { .@item_id = F_Rand( 7155,7003 ); getitem .@item_id,1; } end; } }
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I want All monsters to drop a Specific Item but im failing
Scanty replied to Hayato's question in Scripting Support
@Emistry Code: OnNPCKillEvent: if ( rand( 2 ) ) { .@item_id = F_Rand( 501,502,503,504,505 ); getitem .@item_id,1; } end; Just change: - script Poring_Coin -1,{ OnNPCKillEvent: if ( rand( 100 ) <= 90 ) { .@item_id = F_Rand( 7539 ); getitem .@item_id,1; } end; } Steps: 1) Create a txt in npc/custom/allmonstersdrop.txt 2) Put the code. 3) Save the file. 4) open ...\rathena\npc\scripts_custom.conf 5) add npc: npc/custom/allmonstersdrop.txt 6) type @reload script ingame 7). kill monsters. -
It's a fresh server? or you add some src? Compile your server again. Using this cmd. 1) ./configure 2) make clean 3) make server if you get some error, post it.
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Are you using the official Endless Tower right? Or you just edit some code? Show me your instance_db. Located in your pre-re folder if you use pre-renewal system or "re" folder. You try to use another Endless Tower script, maybe?
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And if you use dimik card your vit are? i tested and my vit was vit 1 +- 1. Acid demostration miss when i use on that pj.
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stackable: { bonus_script "{ bonus bMaxHPrate,100; bonus bDefRate,-50; bonus bMdefRate,-50; }",180,2048,0,SI_MVPCARD_TAOGUNKA; } increase remaning time: { bonus_script "{ bonus bMaxHPrate,100; bonus bDefRate,-50; bonus bMdefRate,-50; }",180,1024,0,SI_MVPCARD_TAOGUNKA;} doc/script_commands.txt *bonus_script "<script code>",<duration>{,<flag>{,<type>{,<status_icon>{,<char_id>}}}}; This command will attach a script to a player for a given duration, in seconds. After that time, the script will automatically expire. The same bonus cannot be stacked. By default, this bonus will be stored on `bonus_script` table when player logs out. Flags (bitmask): 1 : Remove when dead. 2 : Removable by Dispell. 4 : Removable by Clearance. 8 : Remove when player logs out. 16 : Removeable by Banishing Buster. 32 : Removable by Refresh. 64 : Removable by Luxanima. 128 : Remove when Madogear is activated or deactivated. 256 : Remove when receive damage. 512 : Script is permanent, cannot be cleared by bonus_script_clear. 1024: Force to replace duplicated script by expanding the duration. 2048: Force to add duplicated script. This flag cannot be stacked with 1024, if both are defined, 1024 will be checked first and ignore this flag. Types: This will be used to decide negative or positive buff for 'debuff_on_logout'. 0: Ignore the buff type and won't be removed if the flag is not &8 (Default) 1: Buff 2: Debuff Status_icon: See "Status Icon" section in 'db/const.txt'. Default is SI_BLANK (-1).