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Posts posted by Lord Turtle
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On 7/26/2014 at 12:46 PM, Tokei said:There you go :jRO-Ragray patch file : http://httppatch.ragnarokonline.jp/patch30/patchbbs/patch2.txtjRO-Ragray patches : ftp://ftppatch.ragnarokonline.jp/pub/dl-gunghoftp/roftp/twRO-Ragray patch file : http://ronotice.gameflier.com/patch02/patch2.txttwRO-Ragray patches : ftp://ropatch.gameflier.com/Patch/
Hello sir do you have the updated link of JRO ftp? the link above doesnt work
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19 hours ago, Moooooon-Aisha said:
It's already marked.
Okay. its because you quoted the answer as not working thats why its confusing.
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On 2/17/2020 at 6:02 AM, Moooooon-Aisha said:
Sorry ,got it figured out. Seems to be working now!
please post your solution.
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Good Work!
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Good example on combination of two sprites. Good Work
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You need to use the minimum compatible client version to be able to use the feature. in your case it is 2017-09-20bRagexeRE or later.
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edit on file conf/battle/monster.conf
// Defines on who the mob npc_event gets executed when a mob is killed. // Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0) // Type 0: On the player that did the most damage to the mob. // NOTE: This affects who gains the Castle when the Emperium is broken. mob_npc_event_type: 1
Hope this helps
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Hello guys, i just wanted to share my solution.
You need to edit all of these files:
navi_link_krpri.lub
navi_linkdistance_krpri.lub
navi_map_krpri.lub
navi_npc_krpri.lub
edit those files and the navigation system in a custom map will be fully working and connected with other maps.- 1
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Want to know as well
Hello guys, i just wanted to share my solution.
You need to edit all of these files:
navi_link_krpri.lub
navi_linkdistance_krpri.lub
navi_map_krpri.lub
navi_npc_krpri.lub
edit those files and the navigation system in a custom map will be fully working and connected with other maps. -
Hello, how can i fix this "failed to find a path" on custom map. i already edited "navi_link_krpri.lub"i put
{ "customap", 24042, 201, 729, "Eden Teleport Officer", "34", 206, 60, "moc_para01", 31, 14 },
and file "navi_map_krpri.lub" with{ "customap", "custom town", 5001, 250, 240 },
i want to be able to find the NPC linked on my weapon when clicked. the said NPC is located inside Eden Headquarters.
it works on official towns. only on custom map i cant make it to work. -
Edit these files and add the lines with ++ (ofc erase the ++)
status.cpp
case SC_NORECOVER_STATE: tick_def2 = status->luk * 100; break; ++ case SC_COMA: ++ break; default: // Effect that cannot be reduced? Likely a buff. if (!(rnd()%10000 < rate))
script_constants.cpp
export_constant2("Eff_Fear",SC_FEAR); export_constant2("Eff_Burning",SC_BURNING); export_constant2("Eff_Crystalize",SC_CRYSTALIZE); ++ export_constant2("Eff_Coma",SC_COMA); export_constant2("SC_ALL",SC_NONE);
on item script just add
bonus2 bResEff,Eff_Coma,10000; -
On 11/6/2019 at 4:47 AM, Dragonis1701 said:
That works perfectly. Is there a way to make it so that, if the player is equipped with X element, for example fire, and then uses a fireproof potion, that the player's element becomes fire level 2?
Edit: Nevermind. I figured it out.
You must state share on the forums what is the answer to your question. even if its you the original poster who figured it out.
Thank you have a nice day. -
On 10/31/2019 at 3:50 AM, Easycore said:
You do not specify which is the error showed on console.
This is what it shows on console on first and second @reloadscript , i dont know why it triggers quest i did not edit anything there
On more than 2 times reload scriptmap server always crash.
[Status]: set users RAGNAROK : 1 [Status]: Done loading '0' entries for '0' NPC Markets from 'market' table. [Error]: quest_add: Character 150003 already has quest 6025. [Debug]: Source (NPC): #B_camp_start03 at bat_c03 (146,56) [Debug]: Function: setquest (1 parameter): [Debug]: Data: number value=6025 [Info]: Done loading '13035' NPCs: -'3091' Warps -'187' Shops -'9756' Scripts -'3911' Spawn sets -'79336' Mobs Cached -'0' Mobs Not Cached [Status]: Event 'OnInit' executed with '1480' NPCs. [Status]: Event 'OnInterIfInit' executed with '0' NPCs. [Status]: Done loading '0' entries for '0' NPC Markets from 'market' table. [Error]: Server received crash signal! Attempting to save all online characters! [Info]: Saved Inventory (0) data to table inventory for char_id: 150003 [Info]: Saved Cart (0) data to table cart_inventory for char_id: 150003 [Info]: Saved char 150003 - PUKEKE: status skills. [Status]: Map-server #0 has disconnected. [Status]: set users RAGNAROK : 0
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i have noticed that when you are already inside a map, then the mapflag suddenly changed eg. PVPON , restricted equipments that are equipped still have their effect until you make a move that will result in triggering the status recalculation so i have made a code that triggers the recalculation automatically after changing mapflags but i have some problem with it.
Please check the codes below.
map.cpp/*========================================== * recalculate stats inside a map *------------------------------------------*/ static int map_instacalc(struct block_list *bl, va_list ap) { struct map_session_data* sd; nullpo_retr(0, bl); nullpo_retr(0, sd = (struct map_session_data *)bl); status_calc_pc(sd, SCO_NONE); return 1; }
map.cpp
/** * Set a mapflag * @param m: Map ID * @param mapflag: Mapflag ID * @param status: true - Set mapflag, false - Remove mapflag * @param args: Arguments for special flags * @return True on success or false on failure */ @ -4647,6 +4662,7 @@ bool map_setmapflag_sub(int16 m, enum e_mapflag mapflag, bool status, union u_ma clif_map_property_mapall(m, MAPPROPERTY_NOTHING); map_foreachinmap(map_mapflag_pvp_stop_sub, m, BL_PC); map_foreachinmap(unit_stopattack, m, BL_CHAR, 0); ++ map_foreachinmap(map_instacalc, m, BL_PC); } else { if (!battle_config.pk_mode) { clif_map_property_mapall(m, MAPPROPERTY_FREEPVPZONE); @ -4684,6 +4700,7 @@ bool map_setmapflag_sub(int16 m, enum e_mapflag mapflag, bool status, union u_ma if (!status) { clif_map_property_mapall(m, MAPPROPERTY_NOTHING); map_foreachinmap(unit_stopattack, m, BL_CHAR, 0); ++ map_foreachinmap(map_instacalc, m, BL_PC); } else { clif_map_property_mapall(m, MAPPROPERTY_AGITZONE); if (mapdata->flag[MF_PVP]) {
This code is working but the problem is when i reload script theres an error showing on console and after i reload 2nd time = automatic server crash. please help.
This is what it shows on console on first and second @reloadscript , i dont know why it triggers quest i did not edit anything there.[Status]: set users RAGNAROK : 1 [Status]: Done loading '0' entries for '0' NPC Markets from 'market' table. [Error]: quest_add: Character 150003 already has quest 6025. [Debug]: Source (NPC): #B_camp_start03 at bat_c03 (146,56) [Debug]: Function: setquest (1 parameter): [Debug]: Data: number value=6025 [Info]: Done loading '13035' NPCs: -'3091' Warps -'187' Shops -'9756' Scripts -'3911' Spawn sets -'79336' Mobs Cached -'0' Mobs Not Cached [Status]: Event 'OnInit' executed with '1480' NPCs. [Status]: Event 'OnInterIfInit' executed with '0' NPCs. [Status]: Done loading '0' entries for '0' NPC Markets from 'market' table. [Error]: Server received crash signal! Attempting to save all online characters! [Info]: Saved Inventory (0) data to table inventory for char_id: 150003 [Info]: Saved Cart (0) data to table cart_inventory for char_id: 150003 [Info]: Saved char 150003 - PUKEKE: status skills. [Status]: Map-server #0 has disconnected. [Status]: set users RAGNAROK : 0
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On 10/3/2019 at 7:45 AM, kyenard said:
It took me sometime still after you telling me what to do, till I figured out how to actually set everything. Thanks for the help.
so what did you do? would you like to post an example so others can see.
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20 hours ago, Haruka Mayumi said:
Ohh.. maybe if someone can create this.. i wonder if it they will ask for pull request.
EDIT: i had time right now. so i made it. I wonder if i got what's on your mind. maybe create an state too? (sd->state.gainzeny)?Hello i cant download the attachment
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On 5/25/2019 at 9:03 PM, Jhedzkie said:
As this is a paid release, you'll have to purchase it.
ohh, when clicked earlier it just says files are not available. now i see its a paid release, thanks for informing
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very good release and will open lots of possibilities in the future. but i cant access the files
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what is the reward when you guess correctly?
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On 1/14/2018 at 6:26 PM, Yuna said:
How would I go about editing the src code to include the trans classes in to LOOK_BODY2, so the trans classes can change to the alternative 3rd outfits as well?
Edit: Nevermind, figured it all out! Thanks alot for the support.
how did you do it?
BUMP
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On 12/12/2018 at 11:55 PM, CyberDevil said:
@InfectedX I have this version and work on my updated rAthena Server.
Hello i used your script, it doesnt spawn any monsters
EDIT: I FORGOT TO ADD MONSTER DATABASE LOL, ITS WORKING NOW THANKS- 1
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On 11/22/2018 at 4:10 PM, melv0 said:
@tribal0306 how to stop this function?
@set .@i 1
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Hello everyone, i have made a BOT Script for my server to assist players for farming. but im having "[Warning] npc_event: player's event queue is full" warning on my console when it runs after a few minutes
i already tried increasing MAX_EVENTQUEUE to 100 and recompile but same problem is showing.
can i get a help to optimize my script, i will release it to the community once it is done. this script uses an item that calls this function.function script F_botex { set .@i,0; while (@i < 1) { OnUna: set @b,0; dispbottom ""+@i+""; @rid = getcharid(3); getmapxy(.@m$,.@x,.@y,0); sleep2 100; @x1 = rand(-13,13); @y1 = rand(-13,13); @x = @x1+.@x; @y = @y1+.@y; sleep2 100; if(!checkcell( .@m$,@x,@y,cell_chkpass )){ dispbottom "Coordinate not exists!"; goto OnUna; } else if(checkcell( .@m$,@x,@y,cell_chkpass )){ dispbottom "Coordinate exists!"; } sleep2 100; OnTwo: set @b,@b+1; viewpoint 1,@x,@y,1,0xFF0000; dispbottom "auto walking to x = "+@x+" y = "+@y; unitwalk getcharid(3),@x,@y,strnpcinfo(3)+"::OnReach"; sleep2 2000; if(@b > 5) goto OnUna; getmapxy(.@m$,.@x,.@y,0); if(@x != .@x && @y != .@y) goto OnTwo; sleep2 100; OnThree: unitskilluseid @rid,"WL_JACKFROST",5,@rid,-4; percentheal 100,100; sleep2 100; dispbottom "JackJack"; } }
Block movement for a second after casting any skill
in Source Support
Posted
You can put AfterCastWalkDelay: on each skill that you want to have that effect.