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Everything posted by Kakaroto
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Hello, I updated the kRO but did not find the sprite of new clothes for the Warlock class, could someone provide it please? Thank you in advance!
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As what i understand Linux is the type of OS. And there are many kinds of OS under the Linux Which are CentOS,Debian,Ubuntu and many more.. Most of the user nowadays use Debian 8 (Jessie) Please correct me if im wrong. It was the hosting company who told me to use CentOS was bad to host the server, which should be used pure linux.
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Hello, I would like to know what best operating system to host the server, CentOS or Linux, is there a big difference? which most? I thank those who can respond.
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open clif.c find function: void clif_GlobalMessage change: char buf[100]; to: char buf[CHAT_SIZE_MAX]; recompile the server-side, and have fun. Tnks man
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Hello, I have a problem on the server where the messages are being cut and this message is displayed in map_server: [Warning]: clif_GlobalMessage: Truncating too long message '|«| ADM |«| Kakaroto: test test test test test test test test test test test test test test test test ' (len=103). Can anybody help me? already thank you very much!
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1º - Apparently your host does not support PHP. 2º - Import all the tables that the flux need.
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stateicon update your 'lua files' folder to become like the server, go to the folder 'effect' in the folder 'textures' and copy the icon files into the folder of your server, within the directory.
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You can extract this server: http://ethernalro.com.br/
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Hello, is there any way to discover in console the reason that led the emulator to a signal crash? My emulator is with this problem, but do not know how to look for the solution, because there just appears: [Error]: Server crash received signal! Attempting to save all online characters! Thank you very much in advance! It has a debug on the emulator to see information about the problem?
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Hello, I wonder if someone could provide me a script that allows players to control their characters in the channel, type in and out of a channel in the channel system. for example, join and leave the #main channel using the script. Thank you very much who can help me.
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Can someone please help me, I have this problem on console and items in some stores are doubling infinitely and can not clean. [Info]: Loading Char Data (2002365) [Info]: Loading Char Data (2002365) [Info]: Char load request (154603) [SQL]: DB error - data of field 'option_val0' was truncated. [Debug]: column - 16 [Debug]: data - type=UNSIGNED MYSQL_TYPE_SHORT, length=1 [Debug]: buffer - type=MYSQL_TYPE_TINY, length=1 Sorry for bad English
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old custom sprite.
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Thank you so much, I'll try.
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Compile warnings after updating to hash d20a7cafc0c32c0d6e2ad67e58f9ba45110d7ac7
Kakaroto replied to Technoken's question in Source Support
Maybe you modified something in your mmo.h? try to look for the changes you made in mmo.h only that. #define DEFAULT_WALK_SPEED 120 ///Default walk speed is 150 #define MAX_CHARS 18 /// Default is 9 -
Compile warnings after updating to hash d20a7cafc0c32c0d6e2ad67e58f9ba45110d7ac7
Kakaroto replied to Technoken's question in Source Support
But I do not modified it in my emulator ... -
Compile warnings after updating to hash d20a7cafc0c32c0d6e2ad67e58f9ba45110d7ac7
Kakaroto replied to Technoken's question in Source Support
Nop: #define MAX_INVENTORY 100 ///Maximum items in player inventory #define MAX_STORAGE 600 ///Max number of storage slots a player can have, (up to ~850 tested) #define MAX_GUILD_STORAGE 600 ///Max number of storage slots a guild -
Compile warnings after updating to hash d20a7cafc0c32c0d6e2ad67e58f9ba45110d7ac7
Kakaroto replied to Technoken's question in Source Support
Who can help is @Secrets -
You have to edit directly on the client to make it work again.
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Compile warnings after updating to hash d20a7cafc0c32c0d6e2ad67e58f9ba45110d7ac7
Kakaroto replied to Technoken's question in Source Support
I am also having the same problem. -
nice man...solved.
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Hello good evening, someone could help me with this little problem ? while(set($@t,$@t+1) < 10){ npctalk (10-$@t); sleep 1000; } I thank anyone who can help me .
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I finished: Maps (dungeons, filds) Database of monsters and items. Portals. Now working: Npc's (common). Npc's (quests). Npc's (shops).
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help how add Change cart 2 in my job master
Kakaroto replied to Erio-chan's question in Scripting Support
//===== rAthena Script ======================================= //= Job Master //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //============================================================ iz_ac02,103,210,4 script Principal Rain 620,{ function Job_Menu; mes "[Job Master]"; if (Class > Job_Soul_Linker) { mes "No more jobs are available."; close; } if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } .@eac = eaclass(); .@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class); if (.@i >= Job_Knight && .@i <= Job_Crusader2) { if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { .@blvl = .Rebirth[0] - BaseLevel; .@jlvl = .Rebirth[1] - JobLevel; mes "You need " + ((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") + ((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue."; close; } if (Class > Job_Crusader2) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while(1) { mes "Select an option."; next; .@i = select(" ~ ^0055FFRebirth^000000:" + ((.ThirdClass) ? " ~ ^FF0000Third Class^000000" : "") + ": ~ ^777777Cancel^000000"); if (.@i == 3) close; mes "[Job Master]"; mes "Are you sure?"; next; Job_Menu(((.@i == 1) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD))); mes "[Job Master]"; } } .@j1 = roclass(.@eac|EAJL_2_1); .@j2 = roclass(.@eac|EAJL_2_2); if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0], roclass(.@eac|EAJL_THIRD), 99; if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0], .@j1, 70; if (.@exp[0] && .SecondExpanded) { if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) { .@blvl = .Rebirth[0] - BaseLevel; .@jlvl = .@exp[1] - JobLevel; mes "You need " + ((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") + ((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue."; close; } mes "Switch to " + jobname(.@exp[0]) + "?"; next; Job_Menu(.@exp[0]); close; } if (.@eac&EAJL_2) if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) { mes "No more jobs are available."; close; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .JobReq[0]) mes "A job level of " + .JobReq[0] + " is required to change into the 1st Class."; else if (Class == Job_Novice_High && .LastJob && lastJob) { mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else { switch(Class) { case Job_Novice: Job_Menu( Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby ); break; case Job_Novice_High: Job_Menu( Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High ); break; case Job_Baby: Job_Menu( Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief, Job_Super_Baby ); break; default: mes "An error has occurred."; break; } } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) mes "No more jobs are available."; else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1]) mes "A job level of " + .JobReq[1] + " is required to change into the 2nd Class."; else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) { mes "Switch classes now?"; next; Job_Menu(lastJob + Job_Novice_High); } else Job_Menu(.@j1, .@j2); close; function Job_Menu { while(1) { if (getargcount() > 1) { mes "Select a job."; .@menu$ = ""; for (.@i = 0; .@i < getargcount(); .@i++) .@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":"; .@menu$ = .@menu$+" ~ ^777777Cancel^000000"; next; .@i = getarg(select(.@menu$) - 1, 0); if (!.@i) close; if ((.@i == Job_Super_Novice || .@i == Job_Super_Baby) && BaseLevel < .SNovice) { mes "[Job Master]"; mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@i) + "."; close; } mes "[Job Master]"; mes "Are you sure?"; next; } else .@i = getarg(0); if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) { mes "[Job Master]"; mes "You are now " + callfunc("F_InsertArticle", jobname(.@i)) + "!"; if (.@i == Job_Novice_High && .LastJob) lastJob = Class; jobchange .@i; if (.@i == Job_Novice_High) resetlvl(1); else if (.@i == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callsub Get_Platinum; close; } if (getargcount() == 1) return; mes "[Job Master]"; } end; } Get_Platinum: skill "NV_FIRSTAID",1,SKILL_PERM; switch (BaseClass) { case Job_Novice: if (Class != Job_Super_Novice) skill "NV_TRICKDEAD",1,SKILL_PERM; break; case Job_Swordman: skill "SM_MOVINGRECOVERY",1,SKILL_PERM; skill "SM_FATALBLOW",1,SKILL_PERM; skill "SM_AUTOBERSERK",1,SKILL_PERM; break; case Job_Mage: skill "MG_ENERGYCOAT",1,SKILL_PERM; break; case Job_Archer: skill "AC_MAKINGARROW",1,SKILL_PERM; skill "AC_CHARGEARROW",1,SKILL_PERM; break; case Job_Acolyte: skill "AL_HOLYLIGHT",1,SKILL_PERM; break; case Job_Merchant: skill "MC_CARTDECORATE",1,SKILL_PERM; skill "MC_CARTREVOLUTION",1,SKILL_PERM; skill "MC_CHANGECART",1,SKILL_PERM; skill "MC_LOUD",1,SKILL_PERM; break; case Job_Thief: skill "TF_SPRINKLESAND",1,SKILL_PERM; skill "TF_BACKSLIDING",1,SKILL_PERM; skill "TF_PICKSTONE",1,SKILL_PERM; skill "TF_THROWSTONE",1,SKILL_PERM; break; default: break; } switch (BaseJob) { case Job_Knight: skill "KN_CHARGEATK",1,SKILL_PERM; break; case Job_Priest: skill "PR_REDEMPTIO",1,SKILL_PERM; break; case Job_Wizard: skill "WZ_SIGHTBLASTER",1,SKILL_PERM; break; case Job_Blacksmith: skill "BS_UNFAIRLYTRICK",1,SKILL_PERM; skill "BS_GREED",1,SKILL_PERM; break; case Job_Hunter: skill "HT_PHANTASMIC",1,SKILL_PERM; break; case Job_Assassin: skill "AS_SONICACCEL",1,SKILL_PERM; skill "AS_VENOMKNIFE",1,SKILL_PERM; break; case Job_Crusader: skill "CR_SHRINK",1,SKILL_PERM; break; case Job_Monk: skill "MO_KITRANSLATION",1,SKILL_PERM; skill "MO_BALKYOUNG",1,SKILL_PERM; break; case Job_Sage: skill "SA_CREATECON",1,SKILL_PERM; skill "SA_ELEMENTWATER",1,SKILL_PERM; skill "SA_ELEMENTGROUND",1,SKILL_PERM; skill "SA_ELEMENTFIRE",1,SKILL_PERM; skill "SA_ELEMENTWIND",1,SKILL_PERM; break; case Job_Rogue: skill "RG_CLOSECONFINE",1,SKILL_PERM; break; case Job_Alchemist: skill "AM_BIOETHICS",1,SKILL_PERM; break; case Job_Bard: skill "BA_PANGVOICE",1,SKILL_PERM; break; case Job_Dancer: skill "DC_WINKCHARM",1,SKILL_PERM; break; default: break; } return; OnInit: setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class .ThirdClass = 1; // Enable third classes? (1: yes / 0: no) .SecondExpanded = 1; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no) .SNovice = 45; // Minimum base level to turn into Super Novice .LastJob = 1; // Enforce linear class changes? (1: yes / 0: no) .SkillPointCheck = 1; // Force player to use up all skill points? (1: yes / 0: no) .Platinum = 1; // Get platinum skills automatically? (1: yes / 0: no) end; } //------------Duplicate iz_ac02_a,103,210,4 duplicate(Principal Rain) Principal Rain#a 620 iz_ac02_b,103,210,4 duplicate(Principal Rain) Principal Rain#b 620 iz_ac02_c,103,210,4 duplicate(Principal Rain) Principal Rain#c 620 iz_ac02_d,103,210,4 duplicate(Principal Rain) Principal Rain#d 620