Jump to content

LOOLP - OFF

Members
  • Posts

    233
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by LOOLP - OFF

  1. Basico do Ragnarok, cast fixo não se acumula. Fica o maior valor destacado. Quando se refere em porcentagem. No caso, se usar uma fenrir card que da 70% e uma carta que da 30% de redução de conjuração fixa, não ficará 100% .. ficará 70% pois é o maior valor. POREM, quando se usa redução fixa em tempo real, 0.1 0.2 0.3 .. os valores se acumulam e podem atingir 100% do valor da conjuração fixa. Sendo assim, poder usar rabo de gato, temporal boots e atingir 1 sec de conjuração fixa, sendo 100% do Sopro do Dragão. ------------- Ragnarok basics, fixed cast does not accumulate. It is the highest highlighted value. When it refers in percentage. If you use a fenrir card that gives 70% and a card that gives 30% fixed cast reduction, it will not be 100% .. it will be 70% because it is the highest value. However, when using real-time fixed reduction, 0.1 0.2 0.3 .. the values accumulate and can reach 100% of the fixed casting value. Therefore, you can wear cat tail, temporal boots and achieve 1 sec cast spell, being 100% Dragon's Breath.
  2. Altera o getitem do codigo por : for (int i = 0; i < @rewardamount; i++) { rentitem .rewardid,7200; }
  3. conf/char_athena // Restrict character deletion by BaseLevel // 0: no restriction (players can delete characters of any level) // -X: you can't delete chars with BaseLevel <= X // Y: you can't delete chars with BaseLevel >= Y // e.g. char_del_level: 80 (players can't delete characters with 80+ BaseLevel) char_del_level: 0 [ no lvl for delet ] // Restrict character deletion by email address or birthdate. // This restricts players from changing the langtype and deleting characters. // Defaults based on client date. // 1: Email address // 2: Birthdate // 3: Email address or Birthdate // IMPORTANT! // - This config only works for clients that send 0x0068 or 0x01fb for delete request. // - Use langtype 1 for newer clients (2013+), to use 0x01fb. // - Clients that are not using 0x0068 or 0x01fb, only use birthdate (YYMMDD) as default. char_del_option: 1 [ use email only ] // Restrict character deletion as long as he is still in a party or guild // 0: No restriction is applied // 1: Character cannot be deleted as long as he remains in a party // 2: Character cannot be deleted as long as he remains in a guild // 3: Character cannot be deleted as long as he remains in a party or guild(default) char_del_restriction: 3 [ leave party and guild ]
  4. Exactly what BeWan said, only change the source if the formula is wrong or if you want to prioritize some execution parameters. If it is huffing or nerding damage, I recommend using db / skill_damage and use @reloadskilldb to update without having to recompile every time to test the new source. Repute if I helped;)
  5. Você vai fuder tudo rsrsrs.. Só altere a formula no .c se a mesma estiver errada, ou vc queira fazer uma outra prioridade em como a formula vai ser vista, seja priorizando o HP, ou o ATK, ou o ATK a distancia .. Pra aumentar, apenas dando um @reloadskilldb, basta ir em db/skill_damage .. Você vai definir a skill, onde ela vai ser aplicada, e se aumenta ou diminui em %,, basta chegar no ponto certo.
  6. Use the grf editor, find on the internet the effect file corresponding to this skill that it will be applied to.
  7. @Surefirer grf edited or bought @LGP
  8. A simple visual effect. You can edit the effect of this particular skill using an edited .grf for this function. @Functor has this complete function and you can ask to edit some skills with the given visuals.
  9. You will not get what you are asking for. This is a source configuration change and the configuration there is not DB query to see which item should be consumed or not. Verification is dad by TYPE of consumer ammunition. What you can try to do is something simple like. If the ammo has ID x, y, z ... getitem <x, y, z>, amount used;
  10. unsigned int status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); } unsigned int status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 3) * (status->int_ / 3); } Просто уменьшите значение делителя этого решения. от 5 до 4 3 2 1 .. это увеличит максимальный урон.
  11. Me repute, é uma forma de agradecer ? Só pegar o exemplo que te dei .. 20024,Ticket_Refine_Arma,Ticket Refine Arma,2,1,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ if(getequiprefinerycnt(EQI_HAND_R)>=10){ dispbottom "[Refine] Equipamento no limite de refino."; }else{ atcommand "@refine 8 4";dispbottom "[Refine] Equipamento refinado.";}getitem 20024,1;},{},{}
  12. I can not understand .. Do you want that by equipping the effect to be active? Removing equipment, disable?
  13. In the part responsible for checking the update, you should not have https protection. Only in this place, moreover, has to do the protection of https.
  14. ////////// In closed quest set HereNPC, 4 ////////// if HereNPC == 4 , mes "Quest Closed"; in OnInit: set HereNPC, 0;
  15. Following what you said the rates are correct, your refinement NPC is incorrect. Use the standard refinement NPCs and test the following in DB / refine.y set the refinements to total values = 100, RECOMPILE, and test again if you are going to be totally successful. If successful, rates are OK.
  16. If you use the forum search function, you will find these events! Search a little;) Tip, there is a gentleman named Stolão, who has a script with 10+ events with automatic start and commands. Easily configurable.
  17. *unitskilluseid <GID>,<skill id>,<skill lvl>{,<target id>}; *unitskilluseid <GID>,"<skill name>",<skill lvl>{,<target id>}; *unitskillusepos <GID>,<skill id>,<skill lvl>,<x>,<y>; *unitskillusepos <GID>,"<skill name>",<skill lvl>,<x>,<y>; This is the replacement of the older commands, these use the same values for GID as the other unit* commands (See 'GID'). Skill ID is the ID of the skill, skill level is the level of the skill. For the position, the x and y are given in the unitSkillUsePos.
  18. use other ID. 48 is classview of sword.. katana, etc..
×
×
  • Create New...