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lexaeus

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Everything posted by lexaeus

  1. Thank you Cyro, where exactly should I put that command. Sorry for being too noob for example I want to set my PK map at new_1-1
  2. Hi Guys, Just a noob question, How Am I going to set a certain map pk. I already set pk_mode to 2 and 1. Only happens it deactivates the PVP counter on the bottom right part of my screen. // PK Server Mode. Turns entire server pvp(excluding towns). Experience loss is doubled if killed by another player. // When players hunt monsters over 20 levels higher, they will receive 15% additional exp., and 25% chance of receiving more items. // There is a nopvp.txt for setting up maps not to have pk on in this mode. Novices cannot be attacked and cannot attack. // Normal pvp counter and rank display are disabled as well. // Note: If pk_mode is set to 2 instead of 1 (yes), players will receive a // manner penalty of 5 each time they kill another player (see manner_system // config to adjust how this will affect players) pk_mode: 1 // Manner/karma system configuration. Specifies how does negative manner // (red no chat bubble) affects players (add as needed): // 0: No penalties. // 1: Disables chatting (includes whispers, party/guild msgs, etc) // 2: Disables skill usage // 4: Disables commands usage // 8: Disables item usage/picking/dropping // 16: Disables room creation (chatrooms and vending shops) manner_system: 0 // For PK Server Mode. Change this to define the minimum level players can start PK-ing pk_min_level: 55 // For PK Server Mode. It specifies the maximum level difference between // players to let them attack each other. 0 disables said limit. pk_level_range: 0 Regards,
  3. Thank you Cyro , Questune09 and Technoken, I'll try to add this and I'll let you know the output.
  4. Thanks Azura, just wondering there will be a pop up window for the daily reward right?
  5. Thank you Azura, one more question before I try this one out. Were should I put this?
  6. Hi Guys, Good Afternoon, May I request for a working daily login rewards. Thank you in advance
  7. Thank you Playtester, Is there any way I can add statpoints to get 7316 points for expanded jobs. Regards,
  8. Hi Playtester, I have fixed the statspoint issue on the main characters, however I'm only getting 7185 statspoints on all expanded jobs. Thanks in advance.
  9. Hi Peeps!, May I request for a script for @garbage. @garbage when activated a player can drop items without waiting time. Thanks in advance
  10. Hi Guys, I am having problems setting up my expanded jobs. Scenario is the stats that I m getting is 7237 only. I wish to make it 7316. I already tried modifying statuspoint.txt but failed. re and pre-re. Regards,
  11. Thank you for your response Bringer and Playtester, May only question is this part. skillratio = min(500000,skillratio); 500000 is the %?
  12. Hi Rathenian, Good Day! Seeking for the level of your assistance. I'am still having issue with the damage of ExtremityFist on my server. I tried modifying the following but to no avail. Here's my sample config : battle.c case MO_EXTREMITYFIST: skillratio += 100 * (7 + min(sstatus->sp,6000)/ 10); skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection break; core.h /// Uncomment to enable skills damage adjustments /// By enabling this, db/skill_damage.txt and the skill_damage mapflag will adjust the /// damage rate of specified skills. //#define ADJUST_SKILL_DAMAGE <<<<<< i supposed it is switched off lastly no changes made on skill_damage_db.txt Regards,
  13. Hi Playtester, Thank you and sorry for the late reply. I still don't get it. My statpoint.txt says 7185 only. I checked re / pre-re and they are the same. 48 <<<<< snipped >>>>> 7132 7185 Regards,
  14. Hi Rathenian, I just noticed that my status points is different than other 255/120 servers. In my case my status points is only 7237 while other servers has 7316. What do i need to modify so I can have 7316 stats points. Thanks in advance
  15. Hi Guys, What is the default config for status point cost per stats? For the standard 255/120 servers. Regards,
  16. Hi guys just a noob question. I tried to modify my drop rate to this 10% normal card 5% mvp and 2% rate. Here's my config. //-------------------------------------------------------------- // 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%) //-------------------------------------------------------------- // If an item is dropped, does it go straight into the user's inventory? (Note 1) item_auto_get: no // How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds) flooritem_lifetime: 60000 // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) item_first_get_time: 3000 // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after item_first_get_time elapses) item_second_get_time: 1000 // Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after the item_second_get_time elapses) item_third_get_time: 1000 // Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds) mvp_item_first_get_time: 10000 // Grace time for the first and second MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_first_get_time elapses) mvp_item_second_get_time: 10000 // Grace time for the first, second and third MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_second_get_time elapses) mvp_item_third_get_time: 2000 // Item drop rates (Note 2) // The rate the common items are dropped (Items that are in the ETC tab, besides card) item_rate_common: 100000 item_rate_common_boss: 100000 item_rate_common_mvp: 100000 item_drop_common_min: 1 item_drop_common_max: 10000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 100000 item_rate_heal_boss: 100000 item_rate_heal_mvp: 100000 item_drop_heal_min: 1 item_drop_heal_max: 10000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 100000 item_rate_use_boss: 100000 item_rate_use_mvp: 100000 item_drop_use_min: 1 item_drop_use_max: 10000 // The rate at which equipment is dropped. item_rate_equip: 500000 item_rate_equip_boss: 500000 item_rate_equip_mvp: 500000 item_drop_equip_min: 1 item_drop_equip_max: 10000 // The rate at which cards are dropped item_rate_card: 100000 item_rate_card_boss: 20000 item_rate_card_mvp: 50000 item_drop_card_min: 1 item_drop_card_max: 10000 // The rate adjustment for the MVP items that the MVP gets directly in their inventory // Mode: 0 - official order, 1 - random order, 2 - all items item_rate_mvp: 20000 item_drop_mvp_min: 1 item_drop_mvp_max: 10000 item_drop_mvp_mode: 0 // The rate adjustment for card-granted item drops. item_rate_adddrop: 20000 item_drop_add_min: 1 item_drop_add_max: 10000 // Rate adjustment for Treasure Box drops (these override all other modifiers) item_rate_treasure: 20000 item_drop_treasure_min: 1 item_drop_treasure_max: 10000 // Use logarithmic drops? (Note 1) // Logarithmic drops scale drop rates in a non-linear fashion using the equation // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables) // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used: // Y: Original Drop Rate // X: Rate drop modifier (eg: item_rate_equip) // X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // -----+--------------------------------------------------------------- // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92 // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13 // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98 // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69 // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64 // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53 //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13 //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100% //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100% item_logarithmic_drops: no // Can the monster's drop rate become 0? (Note 1) // Default: no (as in official servers). drop_rate0item: no // Increase item drop rate +0.01%? (Note 1) // On official servers it is possible to get 0.00% drop chance so all items are increased by 0.01%. // NOTE: This is viewed as a bug to rAthena. // Default: no drop_rateincrease: no // Makes your LUK value affect drop rates on an absolute basis. // Setting to 100 means each luk adds 0.01% chance to find items // (regardless of item's base drop rate). drops_by_luk: 0 // Makes your LUK value affect drop rates on a relative basis. // Setting to 100 means each luk adds 1% chance to find items // (So at 100 luk, everything will have double chance of dropping). drops_by_luk2: 0 // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100) finding_ore_rate: 100 // Whether or not Marine Spheres and Floras summoned by Alchemist drop items? // This setting has three available values: // 0: Nothing drops. // 1: Only marine spheres drop items. // 2: All alchemist summons drop items. alchemist_summon_reward: 1 // Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) *** // This can be set to any value between 0~10000. // Note: It also announces STEAL skill usage with rare items // 0 = don't show announces at all // 1 = show announces for 0.01% drop chance items // 333 = show announces for 3.33% or lower drop chance items // 10000 = show announces for all items rare_drop_announce: 1 Thanks in advance
  17. lexaeus

    Drop Rate

    I changed it to 100000 and my drop rate for normal card is 5% I'm stuck
  18. lexaeus

    Drop Rate

    Hi Radian, It is still showing for the normal card 5%
  19. lexaeus

    Drop Rate

    Hi Guys! Sorry for another noob question. I though I already fixed the issue however it is still the same after I recompile // The rate at which cards are dropped item_rate_card: 100000 // originally it was set to 10000 only after I recompile drop rate became 0.50% item_rate_card_boss: 20000 item_rate_card_mvp: 50000 item_drop_card_min: 1 item_drop_card_max: 10000 can some explain/show to me how to make it? 10% normal card 5% MVP card 2% for the Rare Card. Thanks in advance
  20. lexaeus

    Drop Rate

    thank you Radian cheers!
  21. lexaeus

    Drop Rate

    Thank you very much Akkarin and Freya for accommodating all of my questions. It is now working cheers!
  22. lexaeus

    Drop Rate

    Thank you for your reply, Akkarin. I tried playing different % however I'm still getting 2% drop rate on all monster. mvp normal etc. Do i need to modify mob.txt also for this?
  23. lexaeus

    Drop Rate

    Hi Guys, Can you please enlighten me on this. I want to change the drop rate of the cards. to 10% normal card 5% MVP while 2% for rare cards. Here's my script : // The rate at which cards are dropped item_rate_card: 10% item_rate_card_boss: 2% item_rate_card_mvp: 5% item_drop_card_min: 1 item_drop_card_max: 10000 Thank you in advance.
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