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Jhedzkie

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Everything posted by Jhedzkie

  1. conf/groups.conf? skill_unconditional: true // <- set to false. yan ata un.
  2. as ive said ms. annie, it does work. however, the modification i made perfectly works with permanent mob spawn entry, man_fild03,0,0,0,0 monster Hardrock Mammoth 1990,1,14400000,0,0 but not with monster "this",-1,-1, "--ja--", 1002,1,2; if only there's a way to make a permanent mob spawn entry "appear large". EDIT: it seems like the mob summoned via the script *monster command losses its flag. where as when a monster is summoned as a mob spawn entry, it is reading it properly. i tried to reorganize my src mod to a much lighter way and I had similar results, and this is the only conclusion i can make.
  3. thanks GmOcean, so this needs client side adjustments as well, am I getting it right?
  4. thanks euphy. i was quite able to do that. however, the mob spawned via *monster script behaves differently than permanent mob spawn. i can say that much since i have small mods working in permanent mob spawn but is not working properly on *monster script. too bad. maybe i'll just stick with the permanent mob spawn.
  5. how can i make certain mobs spawn like the size of mobs from @monsterbig command? for example, i want Hard Rock Mammoth spawn size to be the size of it from @monsterbig command. how can i do it? man_fild03,0,0,0,0 monster Hardrock Mammoth 1990,1,14400000,0,0 because the word Mammoth looks like a joke when its not big. thanks in advanced.
  6. just an inquiry, i have these entries in my item_combo_db.txt 25018:25024,{ bonus bDefRate,2; } // armor-boots 25018:25030,{ bonus bDefRate,2; } // armor-manteau 25018:25012,{ bonus bDefRate,2; } // armor-ring 25024:25012,{ bonus bDefRate,2; } // boots-ring 25030:25012,{ bonus bDefRate,2; } // manteau-ring 25024:25030,{ bonus bDefRate,2; } // boots-manteau 25012:25012,{ bonus bDefRate,2; } // ring-ring // does this mean that if all of these are satisfied, it will be bonus bDefRate,14; ? 25018:25024:25030,{ bonus bDefRate,5; bonus bMaxHPrate,10; } // armor-boots-manteau 25018:25024:25012,{ bonus bDefRate,5; bonus bMaxHPrate,10; } // armor-boots-ring 25018:25030:25012,{ bonus bDefRate,5; bonus bMaxHPrate,10; } // armor-manteau-ring 25018:25012:25012,{ bonus bDefRate,5; bonus bMaxHPrate,10; } // armor-ring-ring 25024:25030:25012,{ bonus bDefRate,5; bonus bMaxHPrate,10; } // boots-manteau-ring 25024:25012:25012,{ bonus bDefRate,5; bonus bMaxHPrate,10; } // boots-ring-ring 25030:25012:25012,{ bonus bDefRate,5; bonus bMaxHPrate,10; } // manteau-ring-ring // and this one bonus bDefRate,35; bonus bMaxHPRate, 70; ? 25018:25024:25030:25012,{ bonus bDefRate,10; bonus bMaxHPrate,15; bonus bStr,10; } // armor-boots-manteau-ring 25018:25024:25012:25012,{ bonus bDefRate,10; bonus bMaxHPrate,15; bonus bStr,10; } // armor-boots-ring-ring 25018:25030:25012:25012,{ bonus bDefRate,10; bonus bMaxHPrate,15; bonus bStr,10; } // armor-manteau-ring-ring 25024:25030:25012:25012,{ bonus bDefRate,10; bonus bMaxHPrate,15; bonus bStr,10; } // boots-manteau-ring-ring // and with this, bonus bDefRate,40; bonus bMaxHPRate,60; bonus bStr,40; ? 25018:25024:25030:25012:25012,{ bonus bDefRate,15; bonus bMaxHPrate,20; bonus bStr,20; bonus bAtkRate,20; } // armor-boots-manteau-ring-ring // and ultimately with the complete set, would add up all together, to give bonus bDefRate,104; bonus bMaxHPRate,150, bonus bStr, 60? bonus bDefRate,104; bonus bMaxHPRate,150; bonus bStr,60; happens when I completed the armor set, but what I expect it to give is only the parameter when all 5 pieces are completed. Its like becoming an && operand instead of ||. and there are times when i am wearing a complete set, when i remove just one piece of the set, (in my case the ring (25012)), all the bonuses would be gone, like wearing nothing at all, but i am still wearing 4/5 of the set. please help.
  7. so changing arrows are supposed to change element warg's fang as well? lol just kidding. i've been experiencing the same stuff ever since believing that the element of warg's attack is Neutral. so its bound to miss on ghost mobs. correct me if i'm wrong since I never played renewal on official servers.
  8. yes, i guess 2012 clients are using that kind of character creation. the last client that i used using the old one is 2011-11-22 client. you might want to try that one out.
  9. 401,0,6,4,0,0x1,0,1,1,yes,0,0,0,none,0, CH_SOULCOLLECT,Zen
  10. so i have a custom buff skill, called ALL_INFINITE_AMMO. its properly defined, in skill_db, skill_require_db, and skill_cast_db. how ever, the duration defined in skill_cast_db is somewhat not being read. i've overridden an existing status to display the icon so that i know if the buff is working or not. skill_cast_db.txt entry //=== Custom ==== 1501,0,0,0,360000,0,60000,3000 skill.c entry case ALL_INFINITE_AMMO: clif_skill_nodamage(src,bl,skillid,1, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; using this code, the status icon just flashes for less than a second, then vanishes, (so as the effect of the skill) however, when I try to hardcode the duration in skill.c, its working pretty well. case ALL_INFINITE_AMMO: clif_skill_nodamage(src,bl,skillid,1, sc_start(bl,type,100,skilllv,360000)); // 6 mins. break; if its about status.c, which part there is supposed to be the duration of the skill? all that's written in the wiki is about custom offensive skill, so it didnt helped me a lot. //this is under //int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) case SC_INFINITE_AMMO: // is the duration being defined here? O.o break; looking forward for your help. thanks a lot. EDIT: Forgot to mention that the cooldown and casting time are not acting correctly as well.
  11. i see. how disappointing. thanks for the tip tho. i guess i'd be dropping this one.
  12. you should always consider rAthena Wiki for rAthena basics. here's the entry for Compiling.
  13. hi rAthena. i would like to ask a little help on how to achieve this. I would like to create a command that would allow to display a custom refining window. this for example, the text "Hallberd Create" would be "Item Refining" then, the first item slot would be the weapon/armor to be refined the second and third slots would be oridecon/elunium/custom refine materials. is this possible? looking forward for your help. thanks a lot.
  14. you mean the /breakguild "Guild Name" native command doesn't delete guilds from the database? i basically just used the function being used by command /breakguild into @breakguild. if it doesn't, then, it is not my fault.
  15. if I may ask, would it be possible to change the bounded items' color? as I've tried it, its something gold, what if I would like the color to be purple? which line would I replace? thanks so much.
  16. rA already supports 6 at the moment. max, 999,999.
  17. http://subversion.assembla.com/svn/ClientSide/
  18. maybe you should use older client versions if you want the old create character screen.
  19. Mid-High rate with lots of quests. Adjusted Level cap with moderate difficulty gaining levels, while at it, gets to hunt for stuff to get quest completed. when reached max levels, pvp/gvg/woe.
  20. might be something like this? onequip if(@iskielequipped == 0) { set @iskielequipped, 1; /* kiel card effect */ } unequip set @iskielequipped, 0; not quite sure tho.
  21. thanks malufett, i tried to do exactly what you said, and once again, i am successful with all builds. ========== Build: 4 succeeded, 0 failed, 0 up-to-date, 0 skipped ========== but then, when I tried to login, I had the same issue. I tried to evaluate the output pane of my compiler and I had these. i think, these might be the source of the problem.
  22. when i'm getting this error, what is it that i'm missing?
  23. well if you're asking for a custom item as invoker of that, there must be some src mod needed to this. i used to want to have a similar thing, then i ended up giving up on it just because i'm a noob at src and scripting.
  24. Lets say just choose 1 castle each day. Monday = Kriemhild Tuesday = Bergel Wednesday = Sacred Altar etc.
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