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TheKingDino

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Posts posted by TheKingDino

  1. Same error unfortunately. It's odd because sometimes this effect works, when it's bleed on effect.

    For example this one works just fine. I've also tried bonus3 bAddEffOnSkill,"DC_THROWARROW",Eff_Freeze,1000; and the same error occurs.

        AegisName: Spearfish_
        Name: Marlin
        Type: Weapon
        SubType: 2hSpear
        Attack: 220
        Range: 3
        Jobs:
          Crusader: true
          Knight: true
          Swordman: true
        Locations:
          Both_Hand: true
        WeaponLevel: 1
        EquipLevelMin: 50
        Trade:
          NoDrop: false
          NoTrade: false
          NoSell: true
          NoCart: false
          NoStorage: true
          NoGuildStorage: true
          NoMail: true
          NoAuction: true
        Script: |
          bonus3 bAddEffOnSkill,"KN_PIERCE",Eff_Bleeding,150;
          bonus3 bAddEffOnSkill,"LK_SPIRALPIERCE",Eff_Bleeding,150;
          bonus2 bAddEff2,Eff_Freezing,100;
          bonus2 bSkillAtk,"LK_SPIRALPIERCE",100;
          bonus2 bSkillAtk,"LG_INSPIRATION",50;
          if (BaseLevel>99) {
             bonus bBaseAtk,30;
          }

     

  2. I've noticed this with Krieg and Stem of Neph, these are the most up-to-date equip ymls as well that have this error. Is this a problem with bAddEffOnSkill in general or how it is written in the item database?

    https://imgur.com/yJUDxpT

      - Id: 1979
        AegisName: Stem_Of_Nepenthes
        Name: Stem of Nepenthes
        Type: Weapon
        SubType: Whip
        Buy: 20
        Weight: 1000
        Attack: 120
        Range: 2
        Slots: 2
        Jobs:
          BardDancer: true
        Classes:
          All_Upper: true
        Gender: Female
        Locations:
          Right_Hand: true
        WeaponLevel: 4
        EquipLevelMin: 60
        Refineable: true
        Script: |
          bonus bInt,2;
          bonus3 bAddEffOnSkill,"DC_THROWARROW",Eff_Freeze,(getrefine()>=9?2000:1000);

     

    Untitled2z.png

  3. On 1/4/2022 at 4:24 AM, kalabasa said:

    I Had duplicated each monsters in bloody branch by 2 so therefore i have (ex. 3 golden thief bug) also their corresponding skills.

    Do not duplicate monsters, if you desire this effect you need go into db/re/mob_summon.yml and increase the values.

     

      - Group: BLOODY_DEAD_BRANCH
        Default: BAPHOMET
        Summon:
          - Mob: OSIRIS
            Rate: 500000
          - Mob: BAPHOMET
            Rate: 500000


    Should be at top, looks like this as an example.

          - Mob: GOLDEN_BUG
            Rate: 500000

    would be (triple rate for it to spawn)

          - Mob: GOLDEN_BUG
            Rate: 1500000

     

  4. I'm unsure if I understand the question but if you want to edit items on a live server you can go into the item_db_equip.yml or whichever item you're modifying.

    #1: Change item and save the yml.
    #2: @reloaditemdb command in game client on an admin account. (Warning: This will lag the server for a little bit but it's not a problem.)

    If you're referring to the item descriptions, that would have to be done through a patcher for your server. If you do not use a patcher, there is no way except to have everyone download the new lua or lub files

  5. The original system for uploading guild emblems was far easier. I was wondering if anyone has either came up with a client patch or another solution to this problem.

    I'd gladly sacrifice my access to animated .gif emblems if I could just get the old guild emblems working instead of tying emblems to a web service.

    Another thought I had was some way to emulate the files/data retrieved with the new client to import guild emblems. (I know this would require manual work on the guild db in sql but I wouldn't mind since my project is just my friends.)

  6. I do have it set. I think I realize my problem though. I was under the assumption the most recent stable build of rAthena had the webserv stuff implemented but it looks like I need to do a specific pull to get these features to work..

  7. I have FluxCP and yet have trouble getting emblems to work on my later client.

    Is there any way I can manipulate the index.html and emblem.bmps within the fluxcp/data/emblem/ to get a desired effect? Assuming I also have the corresponding IDs set in mysql.

  8. This is a complicated issue to solve. The quickest solution I can think of would solve this problem HOWEVER this solution will buff Rune Knight's Dragon's Breath in other ways by allowing it to ignore defense. If you don't care about that you can fix it by doing the following:

    Go to db/re/skill_db.yml

    Add

          IgnoreDefense: true

    Beneath the the DamageFlags: for both Dragon Breath and Dragon Breath - Water



    For example Dragon Breath would look like

     

    - Id: 2008
        Name: RK_DRAGONBREATH
        Description: Dragon Breath
        MaxLevel: 10
        Type: Weapon
        TargetType: Ground
        DamageFlags:
          IgnoreDefense: true
          Splash: true
          IgnoreFlee: true

     

  9. If I understand this correctly: The idea is the random number is divisible by 100, aka a 1 in 100 chance. So a 10 would make in a 1 in 10 chance.

    Because ! means "NOT" and && means "and" when it's checking.

    % is the modulus operator


    Someone smarter can correct me if I'm wrong! I'm p sure that's the idea though.

  10. Go to the same line and simply remove a 0 from the 100 after rnd()%

    it should look like this:

    		if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%10))
    		{	//Erase death count 1% of the casts
    			pc_setparam(dstsd, SP_PCDIECOUNTER, 0);
    			clif_specialeffect(bl, EF_ANGEL2, AREA);
    			//SC_SPIRIT invokes status_calc_pc for us.
    		}

     

    • Upvote 1
  11. Extremely stupid oversight by me. I just didn't have the proper packver defined.

    I'll leave this up in case anyone encounters the same issue.

    Added in src/custom/defines_pre.hpp
     

    #ifndef CONFIG_CUSTOM_DEFINES_PRE_HPP
    #define CONFIG_CUSTOM_DEFINES_PRE_HPP
    #define PACKETVER 20190530
    /**

     

  12. *UPDATE*

    My homun only works when I use a newer patched client.. however the issue with this is I cannot see guild emblems with the newer clients. What is the fix here??

    Also if a moderator could move this to client-side support.. since I was wrong on it being a database issue.

    When creating a homunculus with pre-re enabled (most recent build) it spawns with functionally 0 stats and even the hlvl command doesn't work on it. Using 2019-05-30aRagRE with recommended patches.

    Untitled4.png

     

    And here it seems to have some information stored in on mySQL. It's hard to tell what the issue here is?

    Untitled6.thumb.png.121e3868fdc9778d302a9e45f75743ab.png

  13. Don't use RMS for item information regarding renewal. They gave up a long time ago. Use divine-pride instead.

    Frankly I don't even know if they have staff for that site or do anything with it except keep it up for ad revenue. It's a disgrace because it used to be a fantastic website.

  14. In all honesty it's probably an issue with the client itself not your packet version in the server build. I've had a ton of trouble with clients even though I've used the proper packet version. Maybe try to re-patch your client using Nemo with different patches selected and fool around with that. A lot of clients are so finicky and the resources out there are far harder to come across.

  15. This request is kind of confusing. Do you want the player's characters to be deleted(outside Prontera)? Or do you just want all the NPCs?

    There is a way to do both. You may want a way to automate it if you're deleting a lot of characters. But there's a column named "last_map" within your char table. You could hit the last_map button above it and it'll sort the rows then manually delete every character that isn't on "prontera"

  16. This would be a lot of work and unless it's already been done I doubt someone is gonna do it for free. I've looked around a lot for something like this in the past and never found it.

    This would require client-side modification on top of the c++ coding to install the AT command, which is the easier part.

    I know this isn't really helpful. But there is a costume item called Invisible Hat, Invisible Sunglasses, and Invisible Mask(dont remember the real name).
    https://www.divine-pride.net/database/item/31292/unknown-item-31292

    So at the very least you could make an NPC or command that hands these out so a single player has the freedom to hide their own headgears. But it's hardly a solution.

  17. On 5/17/2020 at 4:25 AM, Emistry said:

    emulator doesnt support it or somewhere doesnt

    packets doent support it

    etc...

    Really? It's worked fine for me. Did you even test it before saying this?

    And even if this is the case what is going to be our answer to the continuous introduction of new items that use item IDs far beyond 65k.

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