Jump to content

malufett

Members
  • Posts

    554
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by malufett

  1. @snap yes it is possible... Updated rA Patch for added features to latest rA rev that includes fixes on MVP Tomb and fixed some minor issue..*see main post
  2. Just notice that every view, reload or visit on rAthena board it increases memory usage...(on Google Chrome not yet tested on other browser) at first it uses about 40,000K memory until such it reaches 500,000K and makes my unit to be laggy.. is anyone also experiencing it??? Note: don't know where to post just trying here to be sure
  3. hmmm..what is the difference on memory usage with this project and with the usual client?? higher?? or lower?? well this is a great project!
  4. make sure your msyql is running and the mysql authentication is correct...
  5. while reading on that thread they say its working fine with thor patcher..(but I did not try it yet)
  6. I hope this will help: http://www.eathena.ws/board/index.php?showtopic=247543 [grf encryptor]
  7. edit your skill_require_db.txt add 11 to enable bash with bows...^^
  8. this is how it works rate = 1; //poring card default drop rate rate_adjust = 100000;//your settings rate = rate * rate_adjust/100; rate = cap(1, 10000); so the result will be 1000 for the conversion 1000/1000 = 1 (1/100=0.01%)
  9. hmm..as I see the healing, usable and equipment options are too high therefore the rate will be 100% try to lower its value.. and note the one you set 100 is for etc...and check if the item logarithm is set...
  10. how about the other item drop related settings?? what are there value??
  11. lols..you must comment it to disable the feature and not by setting it to 0..anyways every person commit mistake...
  12. hahaha..is that plagiarism?? anyways who may know...
  13. yes it is..^^ *getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>}; *getitem2 "<Item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>}; This command will give an amount of specified items to the invoking character. If an optional account ID is specified, and the target character is currently online, items will be created in their inventory instead. If they are not online, nothing will happen. It works essentially the same as 'getitem' (it even works for negative ID numbers the same way, which is kinda silly) but is a lot more flexible, since it allows you to give the player an item altered with it's specific properties. Those parameters that are different from 'getitem' are: identify - Whether you want the item to be identified or not, 0 unidentified, 1 identified. refine - For how many pluses will it be refined. It will not let you refine an item higher than +10, if you specify more it'll still be 10. attribute - Whether the item is broken (1) or not (0) and NOT an elemental attribute. card1,2,3,4 - If you want a card compound to it, place the card ID number into the specific card slot. Card ID numbers also found in 'db/item_db.txt' Card1-card4 values are also used to store name information for named items, as well as the elemental property of weapons and armor. You can create a named item in this manner, however, if you just need a named piece of standard equipment, it is much easier to the 'getnameditem' function instead. You will need to keep these values if you want to destroy and then perfectly recreate a named item, for this see 'getinventorylist'. If you still want to try creating a named item with this command because 'getnameditem' won't do it for you cause it's too limited, you can do it like this. Careful, minor magic ahead. // First, let's get an ID of a character who's name will be on the item. // Only an existing character's name may be there. // Let's assume our character is 'Adam' and find his ID. set @charid,getcharid(0,"Adam"); // Now we split the character ID number into two portions with a binary // shift operation. If you don't understand what this does, just copy it. set @card3, @charid & 65535; set @card4, @charid >> 16; // If you're inscribing non-equipment, @card1 must be 254. // Arrows are also not equipment. set @card1,254; // For named equipment, card2 means the Star Crumbs and elemental // crystals used to make this equipment. For everything else, it's 0. set @card2,0; // Now, let's give the character who invoked the script some // Adam's Apples: getitem2 512,1,1,0,0,@card1,@card2,@card3,@card4; This wasn't tested with all possible items, so I can't give any promises, experiment first before relying on it. To create equipment, continue this example it like this: // We've already have card3 and card4 loaded with correct // values so we'll just set up card1 and card2 with data // for an Ice Stiletto. // If you're inscribing equipment, @card1 must be 255. set @card1,255; // That's the number of star crumbs in a weapon. set @sc,2; // That's the number of elemental property of the weapon. set @ele,1; // And that's the wacky formula that makes them into // a single number. set @card2,@ele+((@sc*5)<<8); // That will make us an Adam's +2 VVS Ice Stiletto: getitem2 1216,1,1,2,0,@card1,@card2,@card3,@card4; Experiment with the number of star crumbs - I'm not certain just how much will work most and what it depends on. The valid element numbers are: 1 - Ice, 2 - Earth 3 - Fire 4 - Wind. You can, apparently, even create duplicates of the same pet egg with this command, creating a pet which is the same, but simultaneously exists in two eggs, and may hatch from either, although, I'm not sure what kind of a mess will this really cause.
  14. Updated main post... I hope I done it right in making patch files..anyways I test it first so hoping 0% missed lines this time...
  15. @ngek202 & Jhosef Finally I'm done maybe I'll post it later after I take a sleep..^^
  16. are you sure? if then EDP should not work on soul breaker as the code implies skill_num != ASC_BREAKER why not try to experiment on the val3 of status.c and see what will happen
  17. check if the post above is same with yours and with this line @status.c case SC_EDP: // [Celest] val2 = val1 + 2; //Chance to Poison enemies. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) if( sd )//[ind] - iROwiki says each level increases its duration by 3 seconds tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000; break;
  18. @ngek202 I'll try to make mod for that on rA....
  19. @ngek202 yes for consistency..if not it is still ok...
  20. did you apply the new patch? I think it happens again with you..hehe
  21. are you sure??400%?? currently in rAthena EDP does not work on Soul Breaker.... #ifndef RENEWAL_EDP // renewal EDP doesn't affect your final damage but your atk and weapon atk if(sc->data[sC_EDP] && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT && skill_num != AS_SPLASHER && skill_num != AS_VENOMKNIFE) ATK_ADDRATE(sc->data[sC_EDP]->val3); #endif
  22. @Lighta yup I get what you mean I'm just worried about the spawn time cause it contains large digit but I release then that there is no MVP that has a spawn time more than 24 hrs..anyways thanks for the info UPDATE Main Post - v3.0 "Fixed duplicate issue and max gap"
  23. I use that variable as counter for each tomb and reset if it gets to its max value and naming the tomb by n(value)...if I use charid it means I will use sql statement on the script..anyways I think of a better idea I'll remove the counter thing then all variable needed will be store in a string and it will parse by the npc so no more array..
  24. @lighta hmm..oh yeah...I think of a small scale server because it won't able kill all mvp at once...=p anyways i'll try to formulate other way to store data..thanks for that info I already tried that, by storing it on the names but the digit is too large... what if I do it on a multidimensional array?? @sizenine it works for me but if your reach 127 at once that problem will occur
×
×
  • Create New...