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Everything posted by TheKingDino
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All I can think of is it's potentially a problem on the client-side then. And unfortunately, that isn't my best area. You may want to try other clients and ragnarok folders. I know messing with clients right now is extremely frustrating and unfortunately I have yet to find a really good patched one that I feel would help others.
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It's okay, I understand. I'd really recommend just getting the newest rAthena. If you're referring to your rAthena files? I don't know.. it depends on where you saved them. Usually something like rathena-master\db\ and rathena-master\npc\ If you want to know where to get the newest rAthena it is here: https://github.com/rathena/rathena The green clone or download button. You must have visual studio though to compile rAthena.sln. There's further installation instructions below.
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You don't know the date you got your rAthena files? Did you patch your client yourself? Edit another question: Did your server once work and now you're encountering this problem? If not why haven't you used the up-to-date rAthena? If you are getting a displayed message "Skill cannot be used in this area" that sounds like a mapflag preventing you from casting an ability but it would be very perplexing if the defaults were preventing you from casting in ALL maps and ALL skills. I cannot say I've ever encountered this problem once in my entire life of making servers. But I do know that "Skill cannot be used in this area" is also what you get when you attempt to use a restricted skill and the information of these usually is found in db/re or db/pre-re/ skill_nocast_db.txt, and npc/mapflag/
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I know I'm responding a bit late. But I've also recently looked into both, and I highly recommend rAthena simply because it has far more entries in its item database which has made it much easier for me in my quest to get my server up to date with kRO. As for the aforementioned problem with ultra high item IDs that can be fixed (Or so it has been working for me for a day or so now with extensive testing.) Maybe I overlooked something with Hercules? So I could go be wrong!
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Ah I'm glad you got it fixed.
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I've already got a lot of things to do in regards to working on my server, that are missing from rAthena which I plan to release publicly. It'd be very appreciated if someone had these. I know they are out there because I see quite a few of them. So anyone who wants to help without the sarcasm would be great! Thank you so much!
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Anyone have the necessary scripts and database for these two dungeons? Abyss Glast Heim and Magma Dungeon F3
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Hopefully this is not going to be true for long. I've looked into it and I'm also having a friend of mine who is a far better coder, as well.
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Defining MAX_ITEMID beyond USHRT_MAX
TheKingDino replied to TheKingDino's question in Source Support
If any developers or people with more knowledge know the answer to this. It'd be very appreciated! I've currently made this change to my personal server. It runs just fine and I'm able to add 6-digit IDs now. I will let anyone know if I run into any issues. -
Since no one else has came along to help, I'll let you know what I know. Even though I don't have any experience using the Pre RE setup. But I'm fairly certain that it's in the battle.cpp and battle.hpp in src/map/. If you're looking to meddle with the src. Just search for "GN_HELL" and see the difference between your old trunk and updated.
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It's the same as the white potion isn't it? Someone can correct me I'm wrong here but I'm fairly certain this is the .str FileEntry.RelativePath = data\texture\effect\ÇϾáÆ÷¼Ç.str It calls pokjuk_d.bmp pokjuk_c_,bmp lens_w.bmp Edit: Thought you meant the consumable effect. I missed the "pitcher"
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Defining MAX_ITEMID beyond USHRT_MAX
TheKingDino replied to TheKingDino's question in Source Support
Awesome. If this works then why are we sticking to the 61k limitation when 6 digit Item IDs have been out for quite a while now? I'm confused. -
Cant start the server, It says no executable file specified
TheKingDino replied to Ruhn's question in Source Support
You did nothing wrong. Of course it won't be described as such until you edit the client side descriptions. -
Must we use the macro constant of USHRT_MAX or is LONG_MAX an option? Has anyone messed with this? I simply ask because a lot of new item IDs are unfortunately beyond the 61k limit. They are unnecessarily so, but I'm trying to keep them aligned with the IDs I find on Divine Pride. ///Maximum allowed Item ID (range: 1 ~ 65,534) #define MAX_ITEMID USHRT_MAX Located in map/itemdb.hpp
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SQL. I'm confused as to what you mean. do you mean the first account in Login grid? s1/p1? Or individually for each account. (I want to avoid having to do that)
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How do I make it so the _M/_F creation defaults to group_id 99 instead of 0? I need this for a test server of mine. I've been using a bandaid solution of just going to mysql and changing them whenever I make one, but my friend and I need a better alternative than that. And having to type #adjgroup xxx 99 isn't desirable either.
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Avenger(Axe) and various kRO items missing
TheKingDino replied to TheKingDino's question in Database Requests
Awesome. Thanks for letting me know! I hope you guys keep up the good work. -
It isn't a bug. You are still getting +2% damage with your attacks and most attack based skills. But like I said before it doesn't increase base attack in the same way the other modifier affects MATK.
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That is because bonus2 bAddClass,Class_All,2; is the modifier for the Atk. It is working, it just doesn't display through your Atk stat. It doesn't function the exact same way either. But if you want to make an item directly affect the BaseAtk there is this function: bonus bAtkRate,n; Attack power + n% (unofficial) But as it says in the doc/item_bonus.txt it is unofficial, so you don't see it used. I haven't used it myself but it should work.
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It is working. That's the default. The value isn't literally interpreted as 20000 weight. I've never messed with the weight values in the job_db but I would recommend trying to multiple the value by 10 or something and see what that does. I'm not sure if it'll effect the max base weight or the Str stat scaling of max weight instead. So something like // Novice 0, 200000,0 If it works then you'd have to change every single class's weight in the job_db, though. Which seems like a bad way to go about it.
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https://www.divine-pride.net/database/item/28130/avenger-2 Oddly there are entries in the re/item_db.txt for IDs beyond this weapon. I'm fine with adding these myself but I was wondering if someone had already done these. Or knows why this item is missing from my rAthena. (I'm up-to-date.) If anyone has a comprehensive list of those missing but still in lua and grfs I will gladly add them all and release it later if needed.
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Thank you so much! I'm still getting the hang of rAthena and wasn't aware of the groups.conf
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Is there any way to turn this off? Where do I look in the src? Or in the conf? I have the most recent rAthena btw.
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Anyone know where this Item/Sprite originates from?
TheKingDino replied to TheKingDino's question in Graphics Support
Thanks! That helps explain why I don't have it and cannot find it. -
Anyone know where this Item/Sprite originates from?
TheKingDino posted a question in Graphics Support
https://www.divine-pride.net/database/item/5870/bunny-egg-shell ID 5870. Isn't in the up-to-date kRO grfs, or iRO grfs. Error calls: --------------------------- Error --------------------------- Cannot find File : sprite\¾Ç¼¼»ç¸®\³²\³²_Åä³¢¸Ó¸®¾Ë²®Áú.act --------------------------- OK --------------------------- --------------------------- Error --------------------------- Spr :: Cannot find File : sprite\¾Ç¼¼»ç¸®\³²\³²_Åä³¢¸Ó¸®¾Ë²®Áú.spr --------------------------- OK ---------------------------