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Posts posted by trenzerai
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{ bonus bStr,40; if ( isequippedcnt( 30000 ) >= 2 ) bonus bStr,-10; },{ },{ }
Solved @ this script, Im using function because im going to bind the script for 6 different items with 5 different stat additions/deductions, I used this code as the root (on quoted message" and comes up like this:
[Start of Single item function script] function script str_r { bonus bStr,40; if( isequippedcnt( 35089 ) >= 2 ) {bonus bStr,-10;} if( isequippedcnt( 35090 ) >= 1 ) {bonus bAgi,15;bonus bStr,-25;} if( isequippedcnt( 35091 ) >= 1 ) {bonus bVit,15;bonus bStr,-25;} if( isequippedcnt( 35092 ) >= 1 ) {bonus bInt,15;bonus bStr,-25;} if( isequippedcnt( 35093 ) >= 1 ) {bonus bDex,15;bonus bStr,-25;} if( isequippedcnt( 35094 ) >= 1 ) {bonus bLuk,15;bonus bStr,-25;} end; }
Thx so much for replies. i hope my script would be useful for everybody
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Okay ill try to change it, Because if i use viewid 11 (Bow) It doesnt show my custom bow bec. on my weapontable.lub the sprite of the custom bow is "103"
Weapontable.lub:
Weapon_IDs = { WEAPONTYPE_SBIRD = 103 } WeaponNameTable = { [Weapon_IDs.WEAPONTYPE_SBIRD] = "_35060" } Expansion_Weapon_IDs = { [Weapon_IDs.WEAPONTYPE_SBIRD] = Weapon_IDs.WEAPONTYPE_BOW } WeaponHitWaveNameTable = { [Weapon_IDs.WEAPONTYPE_BOW] = "_hit_arrow.wav" }
i even create a 35060 entry for the bow with viewid "11" (which is the bow sprite) and it doesnt show my custom item instead its using the default bow sprite
BTW: Im using 2015 client
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After i updated my Server to latest rev this is what happened when i'm wearing my custom weapons (apsd 0).
even if i put max count of agi and de on my character it doesnt add up its aspd.
I dont know if i miss something in my db but i havent change anything before I update my svn
Item db:
18141,Soaring_Bird,Soaring Bird,5,0,,100,450,,11,2,0x000A0800,63,2,34,4,50,1,103,{ callfunc "S_Bonus"; },{},{}
Myfunction.txt
function script S_Bonus { bonus bLongAtkRate,15; bonus bMaxHPrate,20; bonus bDex,15; bonus bAgi,15; if(BaseClass==Job_Hunter) { bonus2 bSkillAtk,46,5; bonus2 bSkillAtk,47,5; bonus2 bSkillAtk,382,5; bonus2 bSkillAtk,2233,5; end; } else if(BaseClass==Job_Rogue) { bonus bLongAtkRate,15; bonus bMaxHPrate,20; } else if(BaseJob==Job_Bard||BaseJob==Job_Dancer) { bonus bLongAtkRate,15; bonus bMaxHPrate,20; end; } }
Renewal changes (renewal.h):
// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _CONFIG_RENEWAL_H_ #define _CONFIG_RENEWAL_H_ //quick option to disable all renewal option, used by ./configure //#define PRERE #ifndef PRERE /** * rAthena configuration file (http://rathena.org) * For detailed guidance on these check http://rathena.org/wiki/SRC/config/ **/ /** * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder **/ /// Game renewal server mode /// (disable by commenting the line) /// /// Leave this line to enable renewal specific support such as renewal formulas #define RENEWAL /// Renewal cast time /// (disable by commenting the line) /// /// Leave this line to enable renewal casting time algorithms and enable fixed cast bonuses. /// See also default_fixed_castrate in conf/battle/skill.conf for default fixed cast time (default is 20%). /// Cast time is altered be 2 portion, Variable Cast Time (VCT) and Fixed Cast Time (FCT). /// By default FCT is 20% of VCT (some skills aren't) /// - VCT is decreased by DEX * 2 + INT. /// - FCT is NOT reduced by stats, reduced by equips or buffs. /// Example: /// On a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a FCT /// #define RENEWAL_CAST /// Renewal drop rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item drop rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied /// Based on the http://irowiki.org/wiki/Drop_System#Level_Factor table /// #define RENEWAL_DROP /// Renewal exp rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item exp rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied /// #define RENEWAL_EXP /// Renewal level modifier on damage /// (disable by commenting the line) /// /// Leave this line to enable renewal base level modifier on skill damage (selected skills only) /// #define RENEWAL_LVDMG /// Renewal ASPD [malufett] /// (disable by commenting the line) /// /// Leave this line to enable renewal ASPD /// - shield penalty is applied /// - AGI has a greater factor in ASPD increase /// - there is a change in how skills/items give ASPD /// - some skill/item ASPD bonuses won't stack /// #define RENEWAL_ASPD /// Renewal stat calculations /// (disable by commenting the line) /// /// Leave this line to enable renewal calculation for increasing status/parameter points /// #define RENEWAL_STAT #endif #endif // _CONFIG_RENEWAL_H_
Player.conf
// Maximum atk speed. (Default 190, Highest allowed 199) max_aspd: 190 // Same as max_aspd, but for 3rd classes. (Default 193, Highest allowed 199) max_third_aspd: 193 // Max ASPD for extended class (Kagerou/Oboro and Rebellion). (Default 193, Highest allowed 199) max_extended_aspd: 193
I already provided what's possible to be aspd changes. And i just really dont know what happened.
Note: Not just the soaring bow custom weapon, i mean Every custom Weapon that i created in the server results to the same problem
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Hello everyone,
Can anybody help me with this database script.
Im using it as function instead of item combo
function script str_r { bonus bStr,40; if(isequipped(38089,38089)) { bonus bStr,-20; end; } else if(isequipped(38090,28089)) { bonus bStr,-10; bonus bAgi,30; end; } }
Usage:
Sample items: str belt a and b and 1 agi belt
When i equip the str belt a it should give me +40 to str (single accessory equipped)
When i equip both Belts, It would give me a +80 str but will deduct 20 to str, so str = 60 (both accessory equipped)
When i equip Str belt a or b and the agi belt, the bonus to agi and str will be +30
P.S. If im @ wrong thread just move this
Thanks in advance
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About your custom bow, it's item id should be in the range of the allowed item ids for bows. Should be 1700 - 1749, other than that it will only show a punching animation when attacking and no arrows will appear.
Read more here: https://rathena.org/wiki/Custom_weapons
Actually i can use the bow with sprite on
from wiki:
Bows = 1700-1749, 18100-18499
My custom bow is 18141, Oh BTW. Im Using 2015 client.
I've tried using 1749 by deleting its contents before but still no arrow, i ll try to figure out if View ID "11"(Bow sprite) have to do with NO arrow showing
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Hi to all,
Can anybody help me about the job rogue/stalker/shadow chaser because it cant copy skill when hit
And also my custom bow doesn't show its arrow when attacking.
Im using the updated rev. svn.
PS> if im @ the wrong section please move my thread. thx
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Thank you for your comment, I appreciate it. Well as far as i am concern in PVE, Yes High rate server this days disregards MVP monsters but i already edited mine so they can have challenging bosses with awesome rewards.
The only problem i am thinking is the economy and how can i make the players stay on my server if i put it up. Well thanks for the reply again!
About the economy. Create a certain item (1 is enough) that rolls all over your server.
Lets say [Your server's] Unique token:[Only available thru donates]
Make it like 100m zeny per piece for example.
It can be traded into donate item or impossibly obtained quest item.
In this way, donator and non-donator can be able to start an economical cycle not just thru zeny. (zennies can be earned thru lots of sellable items)
Example of this:
A donator having 100 pcs. token (can't farm) and a non-donator (farmer) that sell his Lord of death card for 100 token, then they have the transaction. Now the non-donator can buy donates by trading his tokens (Which is rather be from Donates).
OT:
Im trying to create a script (like Stocks exchange in real life) where it can obtain the total amounts of Donate source (item/headgear/weapon/means of trade) and Total zeny earned of all players
Gives them a server bonus like level 10 OC and DC so you can retain the balance.
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Hi Eucli ^^
I much prefer "BALANCE" even if you load up your server with "every 10 secs. Event" if the server is unbalance in GVG/PVP, everyone else got boredQuest - Mostly Highrate servers has it. (Make them do something after they reach 255/120)
Items - It only come up unbalancing the gameplay (Unless its Event headgear w/o bonuses) custom weapons gives a lot advantages to normal weapons, so if you come up of having it, you must balance its bonuses thru each player it can hit.
** OT:
I dont know if there is some server around that has unbalance PVE and balance PVP. Almost all games that "I" (me) played cant have balance between those two (PVE/PVP) with a single set of items
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- depend on which new clients you're using, some still can use it together with the iteminfo.lub
- yes, basically it's a all-in-one package of these txt files.
- whatever you add ... you have to edit it.
- yes, iteminfo.lub read by new client, but it's not loaded in grf. it's the /System/ folder
- yes, your client still read and may show errors if you done it in a incorrect way.
@Emistry. Thanks for answering. i would link this post if ever someone (again) asked me about this matter
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Good Day to all,
I know a lot of people here can answer this because they already got a good working client with lots of customs or such.
I just want to ask the difference and usage of the following:
num2itemsectable.txtnum2resnametable.txt
idnum2itemresnametable.txt
idnum2itemsectable.txt
vs.
Iteminfo.lub
I do found a thread about this things (i dont know if rathena has it) but its kind of a big question mark in my face about this files.
Questions:
1. Do those .txt files are still useful with new clients?
2. Do iteminfo.lub contains the same as this .txt files?
3. "If ever"... Do i need to edit both of that files for a single client?
4. Do iteminfo.lub can be read by the client if i include it inside my .grf?(Pretty nuts, but i think it would not)
5. Do my client still read and didnt show errors even if i delete those txt files and just leave iteminfo.lub alone?
Looking forward for some answers and Thank you for reading.
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textureRO\data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\collectionBlack_Halberd.bmpRO\data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\itemBlack_Halberd.bmpsprite for knight±â»ç_¿©_1434.act±â»ç_¿©_1434.spr±â»ç_¿©_1434_°Ë±¤.act±â»ç_¿©_1434_°Ë±¤.spr±â»ç_³²_1434.act±â»ç_³²_1434,spr±â»ç_³²_1434_°Ë±¤.act±â»ç_³²_1434_°Ë±¤.sprweapontable.lubWeapon_IDsWEAPONTYPE_Black_Halberd = 98WeaponNameTable[Weapon_IDs.WEAPONTYPE_Black_Halberd] = "_Black_Halberd"Expansion_Weapon_IDs[Weapon_IDs.WEAPONTYPE_Black_Halberd] = Weapon_IDs.WEAPONTYPE_SPEAR,"for the data folder im using program rASpriteNameGen114"
I got problems running rASNG (female and male sprite differences), Manualy add sprites on its designated folders
try to use SDE for database so you wont get confusions
Use in View = 98
ex.
item_db
1434,Black_Halberd,Black_Halberd,5,150,,700,28,,3,3,0x00004082,98,2,2,1,4,1,98,{},{},{}Yellow = wrong?Red = "View" column -
For the errors in 1.1.6.1:
1. You are trying to add 35070 items, so you can expect a crash from that. What you meant is "From: 35063" with "Range: 7" instead.
2. Go in the settings tab, click on "Edit lua settings" and set those up so they're not red anymore. All other lua files are based on the paths relative to this one.
*** For the... SDE/GRFE link, that would be a no. Both of them put a file lock on the GRFs on purpose to prevent you from doing stuff like that, as annoying as it may sound. When you are creating new items, you should add them to the data folder first rather than your GRFs directly. That way you can easily modify the content and fix bugs with the items without having to repack your GRFs everytime. The same goes for your npcidentity/jobname/accessoryid/accname files; they should be put outside of your GRFs if you're syncing them.
The big advantage is that SDE will automatically update itself if you modify the files inside the data folder, so you can add items without having to reload either GRFE or SDE.
Once you're done doing those modifications, you can easily send in a new patch to your players: open GRFE > File > New Thor > Drag and drop your data folder (or just add the files you want) and make a thor patch with them. Go in the "Container options" and set the "Patching mode" to "Merge into GRF".
The way you're currently doing it makes it very troublesome to send patches afterwards.
I'm still open to suggestions for this one, but using the data folder has more advantages than repacking the GRF everytime you edit something.
Sorry to hear that. Well maybe i need to extract everything on my GRF, anyway, my only outcome on using the GRFE intact in SDE its because i dont need to use another application (SPR Conview, actor and luadec) to know which sprites is designated to (because GRFE has its own viewer). Well anyway strolling around SDE, i found out what i need to (I've been using the an unupdated SDE that's why i dont see this features)
As seeing SDE 1.1.6.1 i think i already got what i have suggested
Thanks for this wonderful tool Tokei! ^^
Edit:
I got errors like this when i tried to save my work. Im working on a shield with the default viewID (1-4) and this errors show. Im looking for a way to read shieldtable.lub (this thing is created by neo *please confirm if i get it right*) (its like weapontable.lub i think)
I just copied the entries of Buckler_(ID#2014) then put it in the custom item, then when saving error pops out
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I want this to be permanent. I need to type "@reload battle" to be able to increase my base/job exp as well as the item drop rates everytime i restart my server
Nop you don't need to do this . If you make a change, you need to use @reload battleconf or restart the server, but no need to do both.
When you make major or lot of change though, restarting your server is better (if you can afford it).
Sir, What i'm saying is. when i start my server, my base/job exp and normal drop is intact to 1.48x/1.07x and 1.24x (See my screenshots for @rates) even if i changed it already, so i need to write @reload battle to be able to read my changes. What I'm asking is "Make it permanent" whenever i start my server i want my changes to be implemented without using @reload battle.
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reduce the zeroes to just million or something.
and make sure to reload battle config, ( command: @reloadbattleconf )
Reduced to millions and doing the @reload battle
the command solves everything even the drop rates. Thank you so much
One more thing.
I want this to be permanent. I need to type "@reload battle" to be able to increase my base/job exp as well as the item drop rates everytime i restart my server
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SDE as i remember come from GRF Editor:)
You can edit files inside grf with this tool. All what you need just drag & drop grfs to window:)
I know its from GRF editor because it got the same UI
But what im telling is like this scenario
-SDE is opened as well as the GRF Editor
-Linked GRF in SDE is opened in GRF editor
1. I DLed new sprite pack (spr/act/item/drop/collection)
2. -On GRF editor "Drag and drop to its locations" like you said so.
3. On SDE
- create the DB scripts (item_db2)
- create item_info.lub item entry (Client Items) *newly DLed sprite pack doesnt show*
4. i need to close SDE because i haven't recompiled my GRF. Before i can save my GRF it must be detached from SDE.
As for the suggestion. Its a good go to sync client files and server db's
for now it saves a lot of time for me. what if you already got the GRF compiler together with it? ^^
What i mean is, you dont need to save the GRF first then reload everything again. Just drag and drop everything in SDE
more problems:
Im using SDE v1.1.6.1
1. When i use "Add range" then setting the range (ex. From: 35063 Range: 35070) SDE Crashed. (Maybe because im on maxed db ID but it worked on my current server)
2. I dont know how to hook this files, Im using the one's inside my GRF File
This is shown when i click the eye icon on ViewID
Tried extracting lua files another problem exist "Invalid Table File (lua/lub), missing 'ACCESSORY_ID'
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This is a very useful tool, Thank you so much Tokei
Suggestion:
Is the a possible way to merge this tool (SDE) + Grf editor ? I think its much easier to sync the GRF and the db (Sorry if i look so selfish but i much play inside the GRF than the data folder)and much easier to refresh db than to close SDE first then save the recompiled GRF before continue working on the db again (Custom sprites, etc.)
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Good day to all,
Im having problems when changing my base exp/job multiplier rate. it seems to didnt change whenever i add another 0 to the multiplier it just doesnt add up
The same with the Normal Drop rate.
Some of my configurations configurations:
exp.conf// Rate at which exp. is given. (Note 2) base_exp_rate: 1000000000000 (Redundancy is here) // Rate at which job exp. is given. (Note 2) job_exp_rate: 100000000000 (Redundancy is here)
renewal.conf
Everything is disabled other than "#define RENEWAL"
I want to play with 3rd jobs enabled but i do think this was the problem
drops.conf
// Item drop rates (Note 2) // The rate the common items are dropped (Items that are in the ETC tab, besides card) item_rate_common: 1000000 (Redundancy is here) item_rate_common_boss: 1000000 (Redundancy is here) item_drop_common_min: 1 item_drop_common_max: 10000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 1000000 (Redundancy is here) item_rate_heal_boss: 1000000 (Redundancy is here) item_drop_heal_min: 1 item_drop_heal_max: 10000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 1000000 (Redundancy is here) item_rate_use_boss: 1000000 (Redundancy is here) item_drop_use_min: 1 item_drop_use_max: 10000 // The rate at which equipment is dropped. item_rate_equip: 1000000 (Redundancy is here) item_rate_equip_boss: 1000000 (Redundancy is here) item_drop_equip_min: 1 item_drop_equip_max: 10000 // The rate at which cards are dropped item_rate_card: 1000000 (Redundancy is here) item_rate_card_boss: 800000 (Redundancy is here) item_drop_card_min: 1 item_drop_card_max: 10000 // The rate adjustment for the MVP items that the MVP gets directly in their inventory // Mode: 0 - official order, 1 - random order, 2 - all items item_rate_mvp: 1000000 item_drop_mvp_min: 1 item_drop_mvp_max: 10000 item_drop_mvp_mode: 0
Now trying to test it with @rates and killed a poring
So as you can see it gains more on job other than the base level.
Any way this is my serverinfo:
- Latest *updated Rev* rathena
Thanks in advance
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Update your data folder ( or the data you put in the grf ).
get the correct msgstringtables
Been Tried Using this items
Suggest you to use data folder version 4.0 from alexandaria..
Never tried this but i'm downloading it now and test.
Thank you all
Edit:
@Ken Mist, Do you have links for Alexandria's Data 4.0 link? can you provide me one that is not on one of her mirrors, since i already tried everything and just ended me up for network errors. Thanks
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Hi everyone,
Is there/somewhat configurations to get rid most of this "NO MSG" in my client? I've tried to stroll all over client-support thread an seems to can't find the answer. Thank you so much
Anyway this is my current ragnarok info:
Client: 2015-09-16aRagexe.exe diffed with NEMO
ScreenShot:
If there is a way to change this, can you point me out there? Maybe i could help everybody to translate this things and share with everybody. Thank you so much.
Utility: Delete Character Command
in Utility Script Releases
Posted · Edited by trenzerai
This works great since im having problems deleting some characters on my test server but i got errors on my map-serv. It shows like this
I dont know if I should create a table on my "ragnarok" schema, everything on those errors are exist on my "logs" schema