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Raaijmakers

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  1. Hello, I try to get the bold font, but it wouldnt show up. I tried different things to enable it like /showname, it messages me that it switches, but the font doesnt change in the client. I tried the @font command, that didnt work either. I diffed without the Force Arial in all different langtypes. I didn't try to change the langtype. Because I dont know what will break then, so can someone tell me how to enable it, and if I need to change langtype, what risks does it bring? Thanks in advance, Kevin By the way I use 20110609, but i am going to try 2011-03-15 Nevermind, I got bold font and it isn't as it was before in older clients. Thanks anyway
  2. It was the floating rates script haha By the way, do you by chance know there is a Job Master that gives starting equipment like original job advancement to 1st class? Thanks for the reply, Kevin
  3. Hello, I've set my server rates to 25/25/5, so the config files is 2500, 2500, 500. But when I use @rates in the client it gives me the following message: Shouldn't it be 25.00x/25.00x? Here's my exp.conf: //-------------------------------------------------------------- // rAthena Battle Configuration File // Originally Translated by Peter Kieser <[email protected]> // Made in to plainer English by Ancyker //-------------------------------------------------------------- // Note 1: Value is a config switch (on/off, yes/no or 1/0) // Note 2: Value is in percents (100 means 100%) // Note 3: The max level of classes is stored in the exp table. // See files db/exp.txt and db/exp2.txt to change them. //-------------------------------------------------------------- // Rate at which exp. is given. (Note 2) base_exp_rate: 2500 // Rate at which job exp. is given. (Note 2) job_exp_rate: 2500 // Turn this on to allow a player to level up more than once from a kill. (Note 1) multi_level_up: no // Setting this can cap the max experience one can get per kill specified as a // % of the current exp bar. (Every 10 = 1.0%) // For example, set it to 500 and no matter how much exp the mob gives, // it can never give you above half of your current exp bar. max_exp_gain_rate: 0 // Method of calculating earned experience when defeating a monster: // 0 = uses damage given / total damage as damage ratio // 1 = uses damage given / max_hp as damage ratio // NOTE: Using type 1 disables the bonus where the first attacker gets // his share of the exp doubled when multiple people attack the mob. exp_calc_type: 0 // Experience increase per attacker. That is, every additional attacker to the // monster makes it give this much more experience // (eg: 5 people attack with 25 here, +(25*4)% -> +100% exp) exp_bonus_attacker: 25 // Max number of attackers at which exp bonus is capped // (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers) exp_bonus_max_attacker: 12 // MVP bonus exp rate. (Note 2) mvp_exp_rate: 2500 // Rate of base/job exp given by NPCs. (Note 2) quest_exp_rate: 2500 // The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double. // The balance of the exp. rate is best used with 5 to 10) heal_exp: 0 // The rate of exp. that is gained by the process of resurrection, a unit is 0.01%. // Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got. resurrection_exp: 0 // The rate of job exp. when using discount and overcharge on an NPC // (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.) // The way it is calculated is (money received * skill lv) * shop_exp / 10000. shop_exp: 0 // PVP exp. Do players get exp in PvP maps // (Note: NOT exp from players, but from normal leveling) pvp_exp: yes // When a player dies, how should we penalize them? // 0 = No penalty. // 1 = Lose % of current level when killed. // 2 = Lose % of total experience when killed. death_penalty_type: 1 // Base exp. penalty rate (Each 100 is 1% of their exp) death_penalty_base: 500 // Job exp. penalty rate (Each 100 is 1% of their exp) death_penalty_job: 500 // When a player dies (to another player), how much zeny should we penalize them with? // NOTE: It is a percentage of their zeny, so 100 = 1% zeny_penalty: 0 // Will display experience gained from killing a monster. (Note 1) disp_experience: no // Will display zeny earned (from mobs, trades, etc) (Note 1) disp_zeny: no // Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1) // If no, an equation will be used which preserves statpoints earned/lost // through external means (ie: stat point buyers/sellers) use_statpoint_table: yes Thanks in advance, Kevin Nevermind, I fixed it, it was the floating rates script that messed it up.
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