Sakurada

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  1. I wanna say its impossible but this might work: prontera,156,180,5 script Deviruchi#divorce 4_M_SIT_NOVICE,{ if (readparam(bAgi) > 77) || (readparam(bVit) > 77){ mes "asdddd"; close; end; } end; } just add || inbetween all the stats you want red
  2. Try this Go to map.h #define MAX_EVENTQUEUE 2 #define MAX_EVENTTIMER 32 #define NATURAL_HEAL_INTERVAL 500 #define MIN_FLOORITEM 2 #define MAX_FLOORITEM START_ACCOUNT_NUM #define MAX_LEVEL 175 #define MAX_DROP_PER_MAP 48 change #define max_level 175 to your desired level
  3. prontera,156,187,2 script Valkyrie#1 4_F_LGTGIRL,{ if (countitem(501) >= 1) { delitem 501,1; @chancezz = rand(1, 100); mes "ok lets see"; if (@chancezz <= 50) { mes "You got the common prize!"; getitem 501, 2; close; end; } if (@chancezz >= 80) { mes "You got the rare prize!"; getitem 501, 12; close; end; } if (@chancezz >= 51) { mes "You got the uncommon prize!"; getitem 501, 5; close; end; } } mes "Sorry no potions, no items"; close; end; } Well i tried my best It works at least https://github.com/rathena/rathena/blob/master/npc/other/comodo_gambling.txt
  4. At the end of your spawn script that you keep in your NPC folder... prontera,0,0,0,0 boss_monster Detardeurus 1719,1,10800000,600,000,0,1,0 prontera,0,0,0,0 boss_monster Detardeurus 1719,1,10800000,600,000,0,2,0 prontera,0,0,0,0 boss_monster Detardeurus 1719,1,10800000,600,000,0,3,0 you can add 2 more collumns, size and ai that arent normally there I think 3 is large
  5. status.c change this set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , EFST_GN_CARTBOOST , SCB_SPEED|SCB_WATK ); add scb_watk find this if(sc->data[SC_WATKFOOD]) watk += sc->data[SC_WATKFOOD]->val1; if(sc->data[SC_VOLCANO]) watk += sc->data[SC_VOLCANO]->val2; if(sc->data[SC_MERC_ATKUP]) watk += sc->data[SC_MERC_ATKUP]->val2; add a new one if(sc->data[SC_GN_CARTBOOST]) watk += sc->data[SC_GN_CARTBOOST]->val4; find this case SC_GN_CARTBOOST: if( val1 < 3 ) val2 = 50; else if( val1 > 2 && val1 < 5 ) val2 = 75; else val2 = 100; break; add val4= 50; at the top like so case SC_GN_CARTBOOST: val4 = 50; // Watk increase if( val1 < 3 ) val2 = 50; else if( val1 > 2 && val1 < 5 ) val2 = 75; else val2 = 100; break; That should do it unless you want batk if that matters just change scb_watk to scb_batk and change watk in second part to batk , might have to move it to other section with others tho recompile
  6. I dont know how to make a patch but ive included my src + mapflag conf at the bottom of the post, ill include instructions on how to add them yourself though. And how to adjust the rates will be first drop rates - mob.c find this #ifdef RENEWAL_DROP if( drop_modifier != 100 ) { drop_rate = apply_rate(drop_rate, drop_modifier); if( drop_rate < 1 ) drop_rate = 1; } #endif if(map_getmapflag(m, MF_DROPRATE300)) drop_rate = (int)( (drop_rate * 300) / 100. ); if(map_getmapflag(m, MF_DROPRATE50)) drop_rate = (int)( (drop_rate * 30) / 100. ); // attempt to drop the item if (rnd() % 10000 >= drop_rate) continue; if( mvp_sd && it->type == IT_PETEGG ) { pet_create_egg(mvp_sd, md->db->dropitem[i].nameid); continue; insert if(map_getmapflag(m, MF_DROPRATE300)) drop_rate = (int)( (drop_rate * 300) / 100. ); if(map_getmapflag(m, MF_DROPRATE50)) drop_rate = (int)( (drop_rate * 90) / 100. ); above the comment //attempt to drop the item (drop_rate * 300) = +200%? 100 would be normal and (drop_rate * 30) = 30% of normal drop rate these are the only numbers you need to change I havnt tested with gum but it should be normal next NPC.c find this case MF_BATTLEGROUND: if (state) { union u_mapflag_args args = {}; if (sscanf(w4, "%11d", &args.flag_val) < 1) args.flag_val = 1; // Default value map_setmapflag_sub(m, MF_BATTLEGROUND, true, &args); } else map_setmapflag(m, MF_BATTLEGROUND, false); break; case MF_DROPRATE50: if (state) { union u_mapflag_args args = {}; if (sscanf(w4, "%11d", &args.flag_val) == 1) map_setmapflag(m, MF_DROPRATE50, state); else map_setmapflag(m, MF_DROPRATE50, 100); } else map_setmapflag(m, MF_DROPRATE50, 100); break; case MF_DROPRATE300: if (state) { union u_mapflag_args args = {}; if (sscanf(w4, "%11d", &args.flag_val) == 1) map_setmapflag(m, MF_DROPRATE300, state); else map_setmapflag(m, MF_DROPRATE300, 100); } else map_setmapflag(m, MF_DROPRATE300, 100); break; case MF_NOCOMMAND: if (state) { union u_mapflag_args args = {}; if (sscanf(w4, "%11d", &args.flag_val) < 1) args.flag_val = 100; // No level specified, block everyone. map_setmapflag_sub(m, MF_NOCOMMAND, true, &args); } else map_setmapflag(m, MF_NOCOMMAND, false); break; insert case MF_DROPRATE50: if (state) { union u_mapflag_args args = {}; if (sscanf(w4, "%11d", &args.flag_val) == 1) map_setmapflag(m, MF_DROPRATE50, state); else map_setmapflag(m, MF_DROPRATE50, 100); } else map_setmapflag(m, MF_DROPRATE50, 100); break; case MF_DROPRATE300: if (state) { union u_mapflag_args args = {}; if (sscanf(w4, "%11d", &args.flag_val) == 1) map_setmapflag(m, MF_DROPRATE300, state); else map_setmapflag(m, MF_DROPRATE300, 100); } else map_setmapflag(m, MF_DROPRATE300, 100); break; under MF_BATTLEGROUND(doesnt matter) NEXT - MAP.H find MF_NOEXP, MF_PRIVATEAIRSHIP_SOURCE, MF_PRIVATEAIRSHIP_DESTINATION, MF_SKILL_DURATION, MF_DROPRATE50, MF_DROPRATE300, MF_MAX add MF_DROPRATE50, and MF_DROPRATE300, commas matter Last in your SRC find SCRIPT_CONSTANTS.H and add our 2 new map flags like above export_constant(MF_NOEXP); export_constant(MF_PRIVATEAIRSHIP_SOURCE); export_constant(MF_PRIVATEAIRSHIP_DESTINATION); export_constant(MF_DROPRATE50); export_constant(MF_DROPRATE300); export_constant(MF_SKILL_DURATION); recompile i hope it works afterwards you also need to make changes in your NPC folder scripts_mapflags npc: npc/mapflag/skill_duration.txt npc: npc/mapflag/droprate.txt then in the file it should look like this prontera mapflag droprate50 geffen mapflag droprate300 just merge my files with yours if you want and please let me know if you have problems droprate.rar
  7. you have 2 different skilldbs, one under pre re and another under renewal, make sure you edit the right one, also you could try replacing your files in the src>map and db>re>skill_db battle.cpp skill.cpp skill_db.txt
  8. ah well i dont know what you want but ill shed what light i can on you // Base weapon delay amotion = (sd->status.weapon < MAX_WEAPON_TYPE) ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield amotion = SD->STATUS.WEAPON or whatever... this will look to our character then scan our jobdb1 for our aspd to our equiped weapon ok now everything above this formula is specific to aspd passives and i guess that list of weapons, not sure why but if those weapons seem off to you, go make changes there. (ah i see your trying to change those, well im not familiar with the mechanics but ill teach you how to read) now underneath this base weapon delay we will find this // Percentual delay reduction from stats amotion -= amotion * (4 * status->agi + status->dex) / 1000; // Raw delay adjustment from bAspd bonus amotion += sd->bonus.aspd_add; btw shield is in jobdb1.. this is where your gonna make your stat related aspd changes... as amotion is what we use to identify the base weapons aspds including shields... potions just seem to be fixed...
  9. I made this video for you, its simple just go over my first post and watch it btw ctrl + f for the search window What do you want it to also deal damage in a straight line ? lol i didnt add that to the video but go into skill.c find this chunk case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: case NJ_KAMAITACHI: case NPC_DARKPIERCING: case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: skill_area_temp[1] = bl->id; if (battle_config.skill_eightpath_algorithm) { //Use official AoE algorithm if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y, skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src), skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) { //These skills hit at least the target if the AoE doesn't hit skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); } } else { map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y, skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src), skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); } if (skill_id == SN_SHARPSHOOTING) status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); break; just add WM_SOUND_OF_DESTRUCTION under Sharpshooting, and then delete everything else related to WM_SOUND_OF_DESTRUCTION.. someone could probably make some merge thing, itd be way easier but i dont know how to do that
  10. if you dont have the files you can just place them in your data.grf under textur/A~A/collection like where the error says
  11. i think sprite is linked to id and youd have to make a new mob or just replace the lunatic spr with a renamed PORING spr
  12. Ok does this skill normally deal damage do monsters? it looks like it only deals damage to those under the song statuses if( tsc && tsc->count && ( tsc->data[SC_SWING] || tsc->data[SC_SYMPHONY_LOVE] || tsc->data[SC_MOONLIT_SERENADE] || tsc->data[SC_RUSH_WINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] || tsc->data[SC_SIREN] || tsc->data[SC_DEEP_SLEEP] || tsc->data[SC_SIRCLEOFNATURE] || tsc->data[SC_GLOOMYDAY] || tsc->data[SC_SONG_OF_MANA] || tsc->data[SC_DANCE_WITH_WUG] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC_LERADS_DEW] || tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) && rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) { skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); but if you want real damage : thats because it it doesnt have a bf_attack... if you look at great echo it uses the same aoe... but it has a bf_weapon... but if you want that instead just do this in your skill.c case WM_GREAT_ECHO: case GN_SLINGITEM_RANGEMELEEATK: case KO_SETSUDAN: case GC_DARKCROW: case NPC_CONRAY: case LG_OVERBRAND_BRANDISH: case PA_PRESSURE: case LG_OVERBRAND: case KN_LIGHTNINGSWING: case SJ_FLASHKICK: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; just add WM_SOUND_OF_DESTRUCTION under great echo or wherever... you would have to change the damage formula a bit too just copy great echo.. or you can delete this part in your skill.c case WM_SOUND_OF_DESTRUCTION: if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] || tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] || tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] || tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] || tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] || tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) && rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * battle_calc_chorusbonus(sd)) { status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF); status_change_end(bl, SC_DANCING, INVALID_TIMER); status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER); status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER); status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER); status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER); status_change_end(bl, SC_INTOABYSS, INVALID_TIMER); status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER); status_change_end(bl, SC_WHISTLE, INVALID_TIMER); status_change_end(bl, SC_ASSNCROS, INVALID_TIMER); status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER); status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER); status_change_end(bl, SC_HUMMING, INVALID_TIMER); status_change_end(bl, SC_FORTUNE, INVALID_TIMER); status_change_end(bl, SC_SERVICE4U, INVALID_TIMER); status_change_end(bl, SC_LONGING, INVALID_TIMER); status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER); status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER); status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER); status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER); status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); status_change_end(bl, SC_WINKCHARM, INVALID_TIMER); status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER); status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER); status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER); } break; and just add WM_SOUND_OF_DESTRUCTION to case RK_SONICWAVE: case AM_HARVEST: case GN_HELLS_PLANT_ATK: #ifdef RENEWAL case ASC_BREAKER: #endif skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); break; haha
  13. npcidentity is probably why that doesnt work found in your datainfo under luafiles in your grf
  14. In your client folder > system Your iteminfo lub/lua Yeah you can change scripts but thatll require a bit more work
  15. you should have gotten an english.grf with it.... it would containt the luafiles514 folders... including what we usually find in the data folder like camera restrictions etc etc etc This grf is the clean english... pretty sure... just add it to 0= in grf priority 2english.grf