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Posts posted by dreamunreal
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I tried using this patch in my rAthena svn: 15641, but when I tried running it, the cmd message stops at "Awaiting maps from map-server", Any solution for this? Thank you.
ra has own special drop system.
my patch and ra has conflict(sorry for my bad english)
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about source i dun really know anything of them. so in my position just patch all and recompiled?
yes.
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you late reply i also forgot have this post =D haha, sorry...
oh when i click apply patch have 5 option, i just click number 1 & 2. do i need click all? then save?
make sure you will patch in eathena, if you sure,patch all and recompiled.
other project please edit that code reference for my file by your hand.
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i guess no...since server restart will reload everything.....
Already tried it, everytime i restart the server, it reads 0 entries in the item_droprate.txt
But when i use reloadmobdb, it reads the entries in the item_droprate.txt
that is impossable...
i test in my localhost.
it always loaded when server boot/relaodmobdb/mapexit
did you sure you has add a line
+ // load common drop function. by [dreamunreal] + mob_common_droprate();
in mob.c's function static void mob_load(void) ???
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owh...then i think you have to keep use that xD
guess dreamunreal forget to add a patch to load that text file upon server is restart / booting....xD
sorry my bad...coz i didnt tested it....>.<
Don't know what went wrong, it suddenly works...
It's just reading the item_droprate.txt when Dropflag is set to 0...
But i'm experiencing a bug...
Dropflag 0 is not working...
1000,985,1
that should make elunium .01% drop right? but still 100% for every mob...
how about your switch
common_drop.adv_flag: 1
you need turn off this switch if you want to set drop rate for any monster who drop this item!
if this switch is on. the number must monster' nameid.
id 1000 is a dummy monster as my memory. is it?.
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why i apply this patch it come out warning? and say unknown setting.
this patch base EA... not 3ceam.
if you want to use in 3ceam that patch it by your hand!.
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this project still alive?.
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sir, i dunno use mind teach me?
1.adjust at which part? drop.conf / item_droprate.txt (about item_droprate.txt create myself? run like normal npc?)
2.there will be Advanced common & common drop type 2
-if i want use type 1 or 2 how?
-like this if advanced common? (mob,id,0.01%)
1150,985,1
-like this if common type 2? (any number,id,rate 100%)
1000,985,10000
1: create item_droprate.txt in db folder as item database. not a npc.
2: find conf/battle/drop.conf add new line common_drop.adv_flag: 1 as a switch,
if you use type 2 (switch off)
format in item_droprate.txt must like this:
any number,itemid,rate
e.g:
0,985,10000
1000,985,10000 // it will set item 985 drop rate to 100%
if your use type 1(switch on)
format in item_droprate.txt must like this:
mobid,itemid,rate
e.g:
1219,4120,10000 // it will set knight of abyss's knight of abyss card's drop rate to 100%
1150,985,1 // it will set moonlight_flower's elunium's drop rate to 0.01%
if you add new line or modify a line in item_droprate.txt it will run when you reload mobdb,after save.
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Hi sir dreamunreal
Can you please do that in your mod has no option to type 2, only this type 1 please ..
thank you very much
regards
enjoy it
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File Name: Advanced common drop system
File Submitter: dreamunreal
File Submitted: 26 Dec 2011
File Category: Source Modifications
I think it would be more flexible, if it would work this way:
2115,1 would make valkyrie shield is not effected by drop rate, so you can use the full scale (from 0,01% to 100%).
The original idea would force that, every mob has to drop that item with the SAME chance. However this way the same item can be dropped with different chances from different mobs.
Ind's Special item drop system can't do it.
so. I base on Ind's work to finish this to solve xazax's probrom.
this patch. base on eAthena r15049 trunk.
that is all,. enjoy it.
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if thier is two format in a database.
program read it one by one.
and save in diffrent array.
from begin to here is no probrom.
but when the drop rate seted.the data from two array must in conflict.
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I come from china. I can read any chinese script..
but my english so pool.....-_-b
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it's working perfectly, only i find some error at compilar in the line of patch 94 " if( mobdb_checkid(atoi(str[0])) == 0 && battlec_config.common_drop_flag)" only delete that letter "c" and no error show.
ingame only make @reloadmobdb and the rates are the you put in item_droprate.txt
Many tnks ^^
bug fixed. thank for your report.
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Argh. Link is down. Couldn't download.
I can´t too
I hope and upload this mod in a external link like mediafire..
i can wait for admin to check my upload..
add mirror by pastebin
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qtc++ is that runs really fast?
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how about it -> click me to view this file
i write it down to solve your probrom.
It's nice idea, based on your one I would do something like this: if X is 0, then it affect all of the monsters, otherwise the given monster. This way it would avoid using a conf option, and you can combine the 2 behavior.
...if my db like this.
0,985,10000 // it will set all id 985's droprate to 100%
and i write
1219,985,500 // it will set knight of abyss's id985 item's droprate to 5%
i think it will cause a crash
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I can´t too
I hope and upload this mod in a external link like mediafire..
china fire wall is forbidden mediafire.
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I think it would be more flexible, if it would work this way:
2115,1 would make valkyrie shield is not effected by drop rate, so you can use the full scale (from 0,01% to 100%).
The original idea would force that, every mob has to drop that item with the SAME chance. However this way the same item can be dropped with different chances from different mobs.
how about it -> click me to view this file
i write it down to solve your probrom.
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File Name: Advanced common drop system
File Submitter: dreamunreal
File Submitted: 12-26 2011
File Updated: 12-26 2011
File Category: Source Modifications
Why make it:
I think it would be more flexible, if it would work this way:
2115,1 would make valkyrie shield is not effected by drop rate, so you can use the full scale (from 0,01% to 100%).
The original idea would force that, every mob has to drop that item with the SAME chance. However this way the same item can be dropped with different chances from different mobs.
Ind's Special item drop system can't do it.
so. I base on Ind's work to finish this to solve xazax's probrom.
How to use it:
1: create item_droprate.txt in db folder as item database. not a npc.
2: find conf/battle/drop.conf add new line common_drop.adv_flag: 1 as a switch,
if you use type 2 (switch off)
format in item_droprate.txt must like this:
any number,itemid,rate
e.g:
0,985,10000
1000,985,10000 // it will set item 985 drop rate to 100%
if your use type 1(switch on)
format in item_droprate.txt must like this:
mobid,itemid,rate
e.g:
1219,4120,10000 // it will set knight of abyss's knight of abyss card's drop rate to 100%
1150,985,1 // it will set moonlight_flower's elunium's drop rate to 0.01%
if you add new line or modify a line in item_droprate.txt it will run when you reload mobdb,after save.
Other:
this patch. base on eAthena r15049 trunk.
that is all,. enjoy it.
Download:
download 1: Click here to download this file(*.patch)
mirror1: save as (*.patch)
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nice work.
waiting for instance queue.
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dump. still need help.
someone help us?
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how about variable name auto completed and custom function auto completed?
like VisualStudio.
i declare function abc;
and it will auto complete it at next write down.
sorry for my bad english
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youtube is forbid by chinese firewall
can you repost in other video site?
sorry for my bad english.
Extra bonuses [without items]
in Source Releases
Posted
small question.
how about:
// Enable [1-2] or disable[0] player's Extra Bonuses?
// 1 = enable for all players any bonuses from db/extra_bonuses.txt
// 2 = enable only for players which have a specific variable "EXTRA_BONUS", type 1
// 3 = enable only for players which have a specific variable "EXTRA_BONUS", type 2
enable_extra_bonus: X( X can be 1,2,3)
1,{ bonus bStr,20; }
2,{ bonus bAgi,20; }
switch(enable_extra_bonus)
{
case 1:
work on all players;
break;
case 2:
all bonuses work on all players which specific variable "EXTRA_BONUS" != 0;
break;
case 3:
bonuses just work on players which specific variable "EXTRA_BONUS" = bonus's number;
break;
}
end;