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About Jhedzkie

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  • Birthday 04/24/1992

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  1. Those .c files are missing because we moved from .c/.h to .cpp/.hpp. Code's pretty much the same tho. Are you using an outdated version of rathena? It might be a good time to upgrade. If its the other way around (you are using latest/newer rathena but applying older patches), you need to understand the new src structure. There are a bunch of stuff that looks the same but they aren't. If you really want to apply that patch, and can't currently do it yourself, you need someone to upgrade those patches for you. Better, if you learn it yourself. Might take more time but all worth it.
  2. https://github.com/rathena/rathena/wiki/Adding_new_statuses Tried to follow it, and it says Open but doesn't tell which file to open. Hope somebody updates this entry.
  3. As this is a paid release, you'll have to purchase it.
  4. Well, seems not limited to Emergency calls. I have random map server crashes when battling regular mobs. I can positively point to this bg eAmod since I tested both untouched latest rA and patched w/ bgeAmod latest rA. The untouched rA ofcourse works fine, while the patched crashes from time to time. Can't specifically point out what triggers the error but my sample is that whenever I try to battle mobs, (not outright, after a few) map server crashes.
  5. Is there anybody here who can come up with a VS Code extension for rA scripting? I mean, we had the plugin for notepad++. I'm just wandering if we can have one for VS Code.
  6. This is exactly why I told you to do it manually, line by line, instead of just applying the git refine patch.
  7. Off. It was a big overlook on my side. Thank you very much.
  8. How can I select which modes to enable or disable? (Except commenting them out in the npc conf)
  9. First, you need an updated / compatible server files. Navigate to https://github.com/rathena/rathena/pull/2494 Click the Files Changed tab. Manually modify your files one-by-one based on the changes as shown in the Files Changed tab. Recompile. Those steps worked for me and I am now experimenting with the new refine UI. TIP: It is good practice to have a working copy of your server files on your PC so you can test stuff first before you commit/upload it to your working server. This always worked for me and might work for you as well.
  10. How did you figure that out? Did you try on all droppable armor and weapon?
  11. Yep. That's really a problem when you do it via scripting. That's why this proposal is more geared towards modifying the source. I have successfully implemented it with my trunk but I am currently getting issues when using @reloaditemdb and it crashes the map server. Other than that, the way the item is being dropped by mobs with random options based on what I have explained above, works; Including the randomized values. It's following the structure below. // <randopt_groupid>,<rate>,<randopt_id1>,<randopt_value_min1>,<randopt_value_max1>,{<randopt_id2>,<randopt_value_min2>,<randopt_value_max2>,...} I am still looking for that hitch that crashes the map server everytime I @reloaditemdb.
  12. For a number of times this question has been asked. How do you implement the new cart sprites in pre-renewal mode. Modified said values to be > 90. Tried everything, even resorted to removing the checks for NEW_CARTS just to be really sure. Recompiled countless times. And still nothing happens. Can somebody answer this question once and for all? Thanks. EDIT: As I am experimenting, I tried to change my setup from 99/70 to 255/120 by changing MAX_LEVEL values. And as I tried it out, new carts became available And please, dont tell me I forgot or I do not know how to recompile. I wouldn't be able to set MAX_LEVEL to 255 without recompiling. Alright? . . . So. Is there anywhere else I have to edit to remove the level requirements for NEW_CARTS? Or does this have something to do with the client itself? Please enlighten me. Thanks. EDIT 2: Yep. Can Confirm. I settled with this and just modified job_exp.txt to limit level to 99 while supporting up to 255. With the piece of code above, it still just shows up to 5 carts at level 99. I already did a clean and build (deleting also other build stuff .pdb/.ilk in the trunk folder before doing the compile. It still does nothing. Makes me believe that it has something to do with the client itself. I am using 2015-11-04aRagexe.exe. I am not 100% sure about this but since source should be working without a hitch, it does not. I am ultimately out of options now. Any help would be appreciated.
  13. Well, that was exactly what I am talking about. Having to have 3 separate files for combinations just for a specific slot is totally inefficient. And taking note of what Nitrous said on one post... The structure of your database should be something like... // <randopt_groupid>,<slot>,<rate>,<randopt_id1>,<randopt_value_min1>,<randopt_value_max1>,{<randopt_id2>,<randopt_value_min2>,<randopt_value_max2>,...} I intentionally removed the <param> field as to have a cleaner implementation, while taking note of the need to have said field in the structure. Thus making your whole file just one line each group. Slot 1 RDMOPTG_ViciousMind_Weapon,1,1,RDMOPT_VAR_STRAMOUNT,1,10,RDMOPT_VAR_AGIAMOUNT,1,10,RDMOPT_VAR_VITAMOUNT,1,10,RDMOPT_VAR_INTAMOUNT,1,10,RDMOPT_VAR_DEXAMOUNT,1,10,RDMOPT_VAR_LUKAMOUNT,1,10,RDMOPT_VAR_ATTPOWER,4,47,RDMOPT_VAR_CRITICALSUCCESSVALUE,10,19,RDMOPT_DAMAGE_CRI_TARGET,1,20,RDMOPT_VAR_PLUSASPDPERCENT,1,5,RDMOPT_DEC_SPELL_CAST_TIME,1,20,RDMOPT_DEC_SPELL_DELAY_TIME,5,20 RDMOPTG_ViciousMind_MWeapon,1,1,RDMOPT_VAR_STRAMOUNT,1,10,RDMOPT_VAR_AGIAMOUNT,1,10,RDMOPT_VAR_VITAMOUNT,1,10,RDMOPT_VAR_INTAMOUNT,1,10,RDMOPT_VAR_DEXAMOUNT,1,10,RDMOPT_VAR_LUKAMOUNT,1,10,RDMOPT_VAR_ATTMPOWER,4,47,RDMOPT_DEC_SPELL_CAST_TIME,1,20,RDMOPT_DEC_SPELL_DELAY_TIME,5,20 Slot 2 RDMOPTG_ViciousMind_Weapon,2,1,RDMOPT_VAR_STRAMOUNT,1,10,RDMOPT_VAR_AGIAMOUNT,1,10,RDMOPT_VAR_VITAMOUNT,1,10,RDMOPT_VAR_INTAMOUNT,1,10,RDMOPT_VAR_DEXAMOUNT,1,10,RDMOPT_VAR_LUKAMOUNT,1,10,RDMOPT_VAR_ATTPOWER,4,47,RDMOPT_VAR_CRITICALSUCCESSVALUE,10,19,RDMOPT_DAMAGE_CRI_TARGET,1,20,RDMOPT_VAR_PLUSASPDPERCENT,1,5,RDMOPT_DEC_SPELL_CAST_TIME,1,20,RDMOPT_DEC_SPELL_DELAY_TIME,5,20 RDMOPTG_ViciousMind_MWeapon,2,1,RDMOPT_VAR_STRAMOUNT,1,10,RDMOPT_VAR_AGIAMOUNT,1,10,RDMOPT_VAR_VITAMOUNT,1,10,RDMOPT_VAR_INTAMOUNT,1,10,RDMOPT_VAR_DEXAMOUNT,1,10,RDMOPT_VAR_LUKAMOUNT,1,10,RDMOPT_VAR_ATTMPOWER,4,47,RDMOPT_DEC_SPELL_CAST_TIME,1,20,RDMOPT_DEC_SPELL_DELAY_TIME,5,20 ....and so on. While this is not really to my taste as I have my own implementation of this randomoption feature, I have tried and tested this structure and I have no problems so far. I think the devs wouldn't mind looking at this solution and come up with a more robust way for us to define random options moving forward.
  14. Sorry sa bump pero para sa kaalaman lang ng mga taropa naten jan. Login ka lang sa default gateway mo tapos go to this link. Since alam mo na yong term, assume ko na lang na marunong ka na sa part na to. Good luck.