

lexaeus
Members-
Posts
65 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
Jobs Available
Server Database
Third-Party Services
Top Guides
Store
Crowdfunding
Everything posted by lexaeus
-
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
-
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,
-
Thank you Cyro , Questune09 and Technoken, I'll try to add this and I'll let you know the output.
-
Thanks Azura, just wondering there will be a pop up window for the daily reward right?
-
Thank you Azura, one more question before I try this one out. Were should I put this?
-
Hi Guys, Good Afternoon, May I request for a working daily login rewards. Thank you in advance
-
Thank you Playtester, Is there any way I can add statpoints to get 7316 points for expanded jobs. Regards,
-
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.
-
Hi Peeps!, May I request for a script for @garbage. @garbage when activated a player can drop items without waiting time. Thanks in advance
-
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,
-
thank you for clarifying.
-
Thank you for your response Bringer and Playtester, May only question is this part. skillratio = min(500000,skillratio); 500000 is the %?
-
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,
-
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,
-
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
-
Hi Guys, What is the default config for status point cost per stats? For the standard 255/120 servers. Regards,
-
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
-
I changed it to 100000 and my drop rate for normal card is 5% I'm stuck
-
Hi Radian, It is still showing for the normal card 5%
-
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
-
thank you Radian cheers!
-
Thank you very much Akkarin and Freya for accommodating all of my questions. It is now working cheers!
-
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?
-
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.