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Lord Ganja

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Posts posted by Lord Ganja

  1. Try to add this 

    if( getbrokenid(1) ) repairall;
    getinventorylist;
    while( .@i < @inventorylist_count ){
    	if ( !@inventorylist_identify[.@i] ){
    	delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0;
    	getitem @inventorylist_id[.@i],1;
    	}
    	.@i++;
    }
    
  2. Implemented in e276970. Keep in mind, modifying normal stats (STR, AGI, etc) already update the other various statuses automatically. Just depends on the unit that you're modifying of what affects what.

     

    If you have more suggestions feel free to suggest them here!

     

    Awesome!!  /no1  /no1

    Btw one question. is status.rhw.atk2 magic attack or max attack?

     

    EDIT:

    I test it and it's MAX ATTACK.

  3. I suppose you already know how to get a monster GID, so, you can try to use this method for specific monsters after it's summoned.

    Damn. Haven't think of that. Thanks.

     

    Anyway it uses Timer before comparing the current hp of the monster.

    I was thinking about creating an event "OnMobDamaged" and insert it on mob.c under mob_damage  which is called when a mob received damage,

    but I don't want it to be triggered on all mobs. So I came up with an idea to filter the mob's attached event(e.g strnpcinfo(0)+"::OnThisMob)..

    All mobs that has an event label of "OnThisMob" will ONLY trigger the script. The thing is, I don't know how to filter the event name that is currently attached to a monster.

     

    I was trying to do it like this, but I knew it that it will fail since im noob at src. :mellow:  :mellow:  :mellow:

    mob.c under mob_damage

    if( compare(npc_event,"OnThisMob") )
    	npc_script_event( md, NPCE_MOBDAMAGED );
    

    can you help me how to filter and compare the event attached to the mob?  /hmm

    Thanks in advance! /thx  /thx

  4.  

    Monsters have no set MATK, if it is ever used (by skills, for example) it uses the MATK Formula, which depends if you're on Renewal or Pre-Renewal.

    So, basically, for MATK, only INT is necessary.

    Monsters also, have no set HIT, which is calculated by it's own formula, which also depends on if you're on Pre or Renewal, but, usually, DEX and BaseLevel are the catalysts.

    By the way, monsters DO have preset ATK, min and max, but it's directly affected by it's own Strength.

    On doc/mob_db.txt lays a brief explanation of each stats purpose.

    STR: Strength of the monster. Affects ATK.
    AGI: Agility of the monster. Affects FLEE.
    VIT: Vitality of the monster. Adds additional DEF.
    INT: Intelligence of the monster. Adds additional MATK.
    DEX: Dexterity of the monster. Affects HIT rate.
    LUK: Luck of the monster. Affects Perfect dodge/Lucky flee/Perfect flee/Lucky dodge rate.
    

    That's why I was saying if these parameters could be added so it can easily be configured without modifying a monster stats, since adding stats also adds multiple parameters.. btw monster HIT can also be modified via SRC. but since I have the least knowledge on src I couldn't do it.

  5. You can basically make functions to do these calculations, since you have the proper values and proper formulas to do so.

    Basic values can be gathered by the monster data, and, If you're manipulating a unit, you probably have the value added.

    I'm not telling the suggestion isn't valid, but, well, it can be handle with the current tools.

    What "current tool" is it? I wanted to know how I can edit a monsters ATK,MATK,HIT when spawned. can you give me an example how to do that using the tool that you mention? thanks btw.

  6. I think it is better to add other parameters on mob control system so it would be more flexible and easily configurable, since if STR,DEX,LUK is increased, it'll also affect the ATTACK. VIT would also affect DEF, DEX would affect both HIT and ATTACK, and other stats affects other parameters.

    So I think it's more appropriate if some parameters will be added.
    like ATK, MATK, DEF, MDEF, HIT, FLEE, CRITICAL, PERFECT DODGE,ADELAY,AMOTION and others too..

    Thank you!

  7. Go to status.c, find this line:

    int status_change_clear(struct block_list* bl, int type)
    

    Above this, will have some commented lines explaining:

     

    /**
     * End all statuses except those listed
     * TODO: May be useful for dispel instead resetting a list there
     * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
     * @param type: Changes behaviour of the function
     * 	0: PC killed -> Place here statuses that do not dispel on death.
     * 	1: If for some reason status_change_end decides to still keep the status when quitting.
     * 	2: Do clif_changeoption()
     * 	3: Do not remove some permanent/time-independent effects
     * @return 1: Success 0: Fail
     */
    

    So, just below it, there's a list that's start like:

     

    		if(type == 0) {
    			switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
    			case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
    				if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
    					break;
    			case SC_WEIGHT50:
    			case SC_WEIGHT90:
    			case SC_EDP:
    			case SC_MELTDOWN:
    			case SC_WEDDING:
    			case SC_XMAS:
    			case SC_SUMMER:
    			case SC_HANBOK:
    			case SC_OKTOBERFEST:
    			case SC_NOCHAT:
    			case SC_FUSION:
    			case SC_EARTHSCROLL:
    			case SC_READYSTORM:
    			case SC_READYDOWN:
    			case SC_READYCOUNTER:
    			case SC_READYTURN:
    			case SC_DODGE:
    			case SC_JAILED:
    			case SC_EXPBOOST:
    			case SC_ITEMBOOST:
    			case SC_HELLPOWER:
    			case SC_JEXPBOOST:
    			case SC_AUTOTRADE:
    			case SC_AUTOREFRESH:
    			case SC_WHISTLE:
    			case SC_ASSNCROS:
    			case SC_POEMBRAGI:
    			case SC_APPLEIDUN:
    			case SC_HUMMING:
    			case SC_DONTFORGETME:
    			case SC_FORTUNE:
    			case SC_SERVICE4U:
    			case SC_FOOD_STR_CASH:
    			case SC_FOOD_AGI_CASH:
    			case SC_FOOD_VIT_CASH:
    			case SC_FOOD_DEX_CASH:
    			case SC_FOOD_INT_CASH:
    			case SC_FOOD_LUK_CASH:
    			case SC_SAVAGE_STEAK:
    			case SC_COCKTAIL_WARG_BLOOD:
    			case SC_MINOR_BBQ:
    			case SC_SIROMA_ICE_TEA:
    			case SC_DROCERA_HERB_STEAMED:
    			case SC_PUTTI_TAILS_NOODLES:
    			case SC_DEF_RATE:
    			case SC_MDEF_RATE:
    			case SC_INCHEALRATE:
    			case SC_INCFLEE2:
    			case SC_INCHIT:
    			case SC_ATKPOTION:
    			case SC_MATKPOTION:
    			case SC_S_LIFEPOTION:
    			case SC_L_LIFEPOTION:
    			case SC_PUSH_CART:
    			case SC_ALL_RIDING:
    			case SC_LIGHT_OF_REGENE:
    			case SC_STYLE_CHANGE:
    			case SC_MOONSTAR:
    			case SC_SUPER_STAR:
    			case SC_HEAT_BARREL_AFTER:
    			case SC_STRANGELIGHTS:
    			case SC_DECORATION_OF_MUSIC:
    			case SC_QUEST_BUFF1:
    			case SC_QUEST_BUFF2:
    			case SC_QUEST_BUFF3:
    			case SC_2011RWC_SCROLL:
    			case SC_JP_EVENT04:
    				continue;
    			}
    		}
    

    Add it before continue;

    ...
    			case SC_QUEST_BUFF3:
    			case SC_2011RWC_SCROLL:
    			case SC_JP_EVENT04:
    			case SC_MYCUSTOMSTATUS:
    				continue;
    			}
    		}
    

    Then, recompile.

    Also, before making a thread, use the Search Tool.

    Your question has been answered here.

    I've already answered my question before you posted. But thanks anyway xD

  8. View id's of the sprite that you want to appear. You can see them in System\ItemInfo.lub and they're also at data\luafiles514\lua files\datainfo\accessoryid.lub

     

    ID,DBName,ScreenName,Type,Price,Sell,Weight,ATK,DEF,Range,Slot,Job,Class,Gender,Loc,wLV,eLV,Refineable,View,{Script},{OnEquip_Script},{OnUnequip_Script}

  9. If you have different colored phoenix wing sprites that's possible. And as Emistry said, use changelook and put it on equip script.. 

     

    e.g

    {},{ changelook 3,2000; },{ changelook 3,0; }

     

    change 2000 depending from the view id of your sprites.

  10. 2013's 12-23 and 08-07 have been extremely good to me. I've been playing around with 2014-10-22 as well and it's been stable.

     

    So which out is the best of all stable client around 2013 and 2014? so far i've used the 2014-02-05b but i'm quite satisfy with it but i want some feedback :)

    Do you guys use it on a live server? Coz I was planning to update my client from 2013-12-23 to a 2014 client and use it on a live server so roulette and per char gender will be supported.

  11. Are you using kRO from Nickyzai? I've also experienced this. But i'm only having those error when I modified my battle mode settings.Only occurs when I enter a hotkey on Hotkey 4-8 and Hotkey 4-9..

     

    I kept searching on what might causing the error. And I saw some thread that it might be because of the kRO from nickyzai. I'm just about to download the kRO from rms. I'll let you know if the error still occur.

  12.  

    Hello there. I want ask something. Im using windows 8.1 and I can play my server without any problem.

    But my friend using windows 8.1, windows 7 and windows xp sp3 cant play.

    He got this problem.

    How to troubleshoot this problem ?

    Problem signature:
      Problem Event Name:	APPCRASH
      Application Name:	Syokro.exe
      Application Version:	0.0.0.0
      Application Timestamp:	52f18a50
      Fault Module Name:	Syokro.exe
      Fault Module Version:	0.0.0.0
      Fault Module Timestamp:	52f18a50
      Exception Code:	c0000005
      Exception Offset:	0005edb0
      OS Version:	6.1.7601.2.1.0.256.48
      Locale ID:	1033
      Additional Information 1:	0a9e
      Additional Information 2:	0a9e372d3b4ad19135b953a78882e789
      Additional Information 3:	0a9e
      Additional Information 4:	0a9e372d3b4ad19135b953a78882e789
    
    Read our privacy statement online:
      http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409
    
    If the online privacy statement is not available, please read our privacy statement offline:
      C:\Windows\system32\en-US\erofflps.txt
    

    10840018_865611053477153_1040436008_o.jp

     

    Have you find a solution for this?

  13. I'm having an appcrash during login on my client.

    At first it was working well, then after I change the /bm settings the app always crash during login..

     

    I delete the files inside savedata folder and it's now working again. any ideas why this appcrash is occuring? thanks!

    Problem signature:
    Problem Event Name:    APPCRASH
    Application Name:    Ragexe.exe
    Application Version:    0.0.0.0
    Application Timestamp:    52b78a19
    Fault Module Name:    Ragexe.exe
    Fault Module Version:    0.0.0.0
    Fault Module Timestamp:    52b78a19
    Exception Code:    c0000005
    Exception Offset:    002a8e7c
    OS Version:    6.1.7601.2.1.0.256.1
    Locale ID:    1033
    Additional Information 1:    0a9e
    Additional Information 2:    0a9e372d3b4ad19135b953a78882e789
    Additional Information 3:    0a9e
    Additional Information 4:    0a9e372d3b4ad19135b953a78882e789
    
    Read our privacy statement online:
    http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409
    
    If the online privacy statement is not available, please read our privacy statement offline:
    C:\Windows\system32\en-US\erofflps.txt
    

    BTW im using the latest kRO.

     

    EDIT:

    Found out that the appcrash only occur when I enter a hotkey on

    Hotkey 4-8 and Hotkey 4-9..

     

    any ideas why?

  14. Since highjump fails on noteleport map, is it possible to enable use of highjump on a specific map with noteleport mapflag?


     


    Example.


    The pvp room in my server has noteleport mapflag since I don't want my players to use teleport inside the pvp room. But I wanted highjump to be enabled inside the pvp room..


     


     


    From skill.c under case TK_HIGHJUMP:



    //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
    if( map[src->m].flag.noteleport &&
    !(map[src->m].flag.battleground || map_flag_gvg2(src->m))
    ) {

    How do I add an exemption map with noteleport mapflag without removing the line 'map[src->m].flag.noteleport'?


    Iwas thinking about adding something like this



    map-[src->m].name == "pvp_room" || map[src->m].name == "pvp_room1"

    So "pvp_room" & "pvp_room1" map has noteleport mapflag, highjump can still be used inside.


     


    Thanks in advance!


  15. Does anyone has the script for the longest agit defender? wherein every second of defending the agit counts.


     


    Here's the criteria of what i'm looking for:


    - An npc in which shows the Top 10 Longest Agit Defender


    the npc will show somehow like this:



    [Top 10 Longest Agit Defender]
    Top 1: Ganja Guild : 10 minutes 14 seconds // top 1: <guild name> : <defending time>
    Top 2: Ganja2 Guild : 8 minutes 10 seconds // top 2: <guild name> : <defending time>
    //and so on. . . .
    //not a matter of points, but a matter of time on how long does the guild defend their castle

    - after clicking 'next' it will also show the Longest Agit Defender of the Day which resets after woe



    [ Longest Agit Defender of the Day ]
    September 24, 2015 - Kriemhild //<date of defend> - <defended castle name>
    - Ganja Guild - 10 minutes 12 seconds // //- <guild name> : <defending time>

    Thanks in advance!


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