Jump to content

Dragonis1701

Members
  • Posts

    101
  • Joined

  • Last visited

  • Days Won

    1

Dragonis1701 last won the day on August 17 2019

Dragonis1701 had the most liked content!

Profile Information

  • Gender
    Male
  • Location
    Old Bridge, New Jersey

Recent Profile Visitors

3150 profile views

Dragonis1701's Achievements

Drops

Drops (2/15)

  • Dedicated
  • Conversation Starter
  • First Post
  • Collaborator
  • Week One Done

Recent Badges

8

Reputation

5

Community Answers

  1. It turns out it was a client-side file that needed to be changed. The file is named EnchantList.lub, if anybody was curious.
  2. I've been trying to allow perfect enchants on every gray wolf enchant. I've tried adding perfectenchants: under the final normal enchants of each slot but the perfect enchants window is blank until the final slot. Is this an UI issue or did I do something wrong in the .yml file or is it src reliant? I checked the commit where item_enchant.yml was added here: https://github.com/rathena/rathena/commit/8629c6445a12059e6b96cf07a3e99e4a37e4bbde and was unable to figure out where the check is and how to change it. Any help would be greatly appreciated.
  3. Skills: Edit: Changes from official: 20775 fragment was lowered to 20% to match the other thanatos creatures. 20776 diamond chances increased to match the other thanatos creatures.
  4. Mobs are created using Divinepride. Quest was created using irowiki. The text are not accurate; just my own bored typings. I am a self-taught scripter, so the script will probably not be efficient but it works. The amounts on quests are custom to my own server. Default values are 5 for all except Ghostring (2) and Stem Worm (3). The experience is accurate. The spawning of Baphomet is also accurate but the spawning of the acolytes is custom. It is a bit vague as to how the acolytes are spawned, so I took the Wizard of Truth approach. Hope it helps~ Edit: I don't have the enchant/item creation function in my script. I don't use them on my server. Mobs: Mob skills: Quest Script: Quest DB: Spawns: Warps:
  5. Hiya, Emistry. This works to make the item at the player's feet but not where the monster died. Is it possible to make the loot drop around the monster?
  6. I'm trying to use OnNPCKillEvent to make an item appear on the floor where the monster that was killed died. I don't really know what the command is to do so, though. I saw that I could also just use addmonsterdrop but that would require me to write a line for every single monster. Does anyone know if what I'm asking for already exists?
  7. I have a home-run server (rAthena from 2016) that runs on the computer I have for daily use. I noticed that after partying in groups of five or more (usually just two active users but the other three being auto-follows) clients will disconnect. This seems to occur after the player stands still for about 30 seconds. I have no idea why it is occurring. I can offer my server files for people who may want to experiment and see what the issue is. If you need any specific information, on the settings, just ask away~ Edit: Some more information: Clients that are logged in but not a part of the party are unaffected by the disconnect. It seems to occur from a lot of non-stop or very few pauses in movement.
  8. Sure. I just had the use script check if the player has a specific card equipped when you use the item. So, if you use a fire elemental resistance potion, I have it check if the player has a pasana card in their armor when they use it. Looks like this: 12118,Resist_Fire,Fireproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ if(getequipcardid(EQI_ARMOR,0) == 4099) { sc_start4 SC_ELEMENTALCHANGE,180000,2,Ele_Fire,1,0; } else { sc_start4 SC_ELEMENTALCHANGE,180000,1,Ele_Fire,1,0; } },{},{} 12119,Resist_Water,Coldproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ if(getequipcardid(EQI_ARMOR,0) == 4089) { sc_start4 SC_ELEMENTALCHANGE,180000,2,Ele_Water,1,0; } else { sc_start4 SC_ELEMENTALCHANGE,180000,1,Ele_Water,1,0; } },{},{} 12120,Resist_Earth,Earthproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ if(getequipcardid(EQI_ARMOR,0) == 4101) { sc_start4 SC_ELEMENTALCHANGE,180000,2,Ele_Earth,1,0; } else { sc_start4 SC_ELEMENTALCHANGE,180000,1,Ele_Earth,1,0; } },{},{} 12121,Resist_Wind,Thunderproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ if(getequipcardid(EQI_ARMOR,0) == 4098) { sc_start4 SC_ELEMENTALCHANGE,180000,2,Ele_Wind,1,0; } else { sc_start4 SC_ELEMENTALCHANGE,180000,1,Ele_Wind,1,0; } },{},{} For those thinking it might be exploitable for people to wear a fire armor, use a potion and then armor switch to get the benefit without the drawback of losing the armor card, I have added in pc.c: status_change_end(&sd->bl, SC_ELEMENTALCHANGE, INVALID_TIMER); under: if (sd->status.inventory[n].equip & EQP_ARMOR) {
  9. Having it so that it shows the monster's HP bar to all players that see the mob could work, too, but the reason I want to add these players to the damage log, is so that the hp bar updates when the mob takes damage/is healed. This way it's more fluid looking instead of just showing the HP bar but the bar does not change regardless on if the mob takes damage or not.
  10. Similar but not quite the same as: Is it possible to have the HP bar of a monster display to a party member when one person in the party attacks a mob and update the bar as the mob takes damage? Currently it only updates if the party member also damages the mob but I would like it to update in real-time as the mob is being damaged, for all players in the attacking player's party.
  11. 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. ?
  12. I wanted to make the elementproof potions a player acquires from the Plasma card similar to as if the player had a card that set their armor to that element. SC_Armor_Element gives a player bonus2 bsubele +75 for three minutes. This has worked fine so far but I ran into a bit of a hiccup. If a player has another bsubele boost, such as Valk Shield's +20, instead of it being an 80% reduction in damage, it is a 95% reduction in damage from that element. Is there a way to easily have SC_Armor_element set an armor as a temporary element or is there no way around it? I experimented before with it and tried to get the potion to set an armor element for a set period of time but didn't succeed in my attempts. I would succeed in getting the potion to set the element but the element would not return to normal after the potion wore off.
  13. Oh, I'm sorry. For some reason I really believed that Kyrie Eleison had a successful cast animation for the priest for some reason. Thank you for all your help~ ?
×
×
  • Create New...