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deniswalle96

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Posts posted by deniswalle96

  1. At first I thought it was an issue with char_name_option not accepting brackets even though it was set to 0, but the server does accept brackets if something else is written, it just won't specifically accept [GM]. No output is displayed, just nothing happens. Is there any reason for it?

    Client is 2022-04-06

  2. On 4/15/2024 at 2:38 AM, Rynbef said:

    U can use OnNPCKillEvent and do some checks

     

    Rynbef~

    I kinda figured it out, but I still can't make the item drop on the coordinates where the monster died. Tried getunitdata, but no success.

    OnMonsterKilled:
    	.@dropchance = rand(1,100);
    	if(.@dropchance <= 5){
    		getmapxy(.@map$,.@x,.@y,BL_PC);
    		setarray .@fateshard[0],1000258,1000259,1000260,1000261,1000262;
    		.@randomshard = rand(getarraysize(.@fateshard));
    		makeitem (.@fateshard[.@randomshard]),1,.@map$,.@x,.@y;
    	}
    	dispbottom "Rand: "+.@dropchance;
    }

    Also, since i'm a complete newbie at scripting, I still don't understand the different scopes of variables, can you enlight me on this one?I've read the doc/script_commands.txt file, but it's not clear to me. Like, when should I use ".@" vs "." var?

  3. I have a question regarding how is 'AttackDelay' value determined in mob_db

    For example, mob id 1634 has AttackDelay: 76 AttackMotion: 384

    The ASPD value displayed in divine-pride.net refers to AttackMotion (1000/X) = aMotion.

    How is the 'AttackDelay' value calculed?

  4. I'm trying to create a simple script to display some battle_conf information when a players logs-in, but I need to make it so that instead of displaying the original value, it shows n/100.

    For example, base_exp_rate should display "3" instead of "300", how can I achieve that?

    -	script	motd	-1,{
    	OnPCLoginEvent:
    		announce "EXP - Base: "+getBattleFlag("base_exp_rate")+"% / Job: "+getBattleFlag("job_exp_rate")+"%"+"\n"+"Drop - General: "+getBattleFlag("item_rate_common")+"% Cards: "+getBattleFlag("item_rate_card")+"%",bc_self;
    	end;
    }

     

  5. 16 hours ago, Raki said:

    Yes, I have packed translation by IIChrisII on my custom grf, but it still errors, is the 1@cor map on your ro running smoothly without error ?

    Yes, no errors here. There's something missing in your kRO's data.grf most likely

    Delete your client folder, extract again, and try updating your data.grf with Ai4rei's patcher

    https://nn.ai4rei.net/dev/rsu/

  6. Missing lua files. Is your data.grf updated?

    It could also be a langtype issue. Diff your client with "Always load korea ExternalSettings lua file" patch and see whether it fixes the error

  7. 1 hour ago, Rynbef said:

    If you only want to block the job through the command and not completely, then you have to do this with source modification.

     

    Rynbef~

    What about completely? All 4th jobs precisely.

  8. Should be enabled by default

    src/config/renewal.hpp

     

    Comment this line if it's uncommented

    //quick option to disable all renewal option, used by ./configure
    //#define PRERE

    Uncomment this line if it's commented

    /// Leave this line to enable renewal specific support such as renewal formulas
    #define RENEWAL

     

    • Upvote 1
  9. Spoiler

    // Defines various mob AI related settings. (Note 3)
    // 0x0001: When enabled mobs will update their target cell every few iterations
    //         (normally they never update their target cell until they reach it while
    //         chasing)
    // 0x0002: Makes mob use their "rude attack" skill (usually warping away) if they
    //         are attacked and they can't attack back regardless of how they were
    //         attacked (eg: GrimTooth), otherwise, their "rude attack" is only activated
    //         if they can't melee reach the target (eg: sniping)
    // 0x0004: If not set, mobs that can change target only do so when attacked within a
    //         distance of [attack range+1], otherwise mobs may change target and chase 
    //         ranged attackers. This flag also overrides the 'provoke' target.
    // 0x0008: When set, mobs scatter as soon as they lose their target. Use this mode
    //         to make it much harder to mob-train by hiding and collecting them on a
    //         single spot (ie: GrimTooth training)
    // 0x0010: If set, mob skills defined for friends will also trigger on themselves.
    // 0x0020: When set, the monster ai is executed for all monsters in maps that 
    //         have players on them, instead of only for mobs who are in the vicinity
    //         of players.
    // 0x0040: When set, when the mob's target changes map, the mob will walk towards
    //         any npc-warps in it's sight of view (use with mob_warp below)
    // 0x0080: If not set, mobs on attack state will only change targets when attacked
    //         by normal attacks. Set this if you want mobs to also switch targets when
    //         hit by skills.
    // 0x0100: When set, a mob will pick a random skill from it's list and start from
    //         that instead of checking skills in orders (when unset, if a mob has too
    //         many skills, the ones near the end will rarely get selected)
    // 0x0200: When set, a mob's skill re-use delay will not be applied to all entries of
    //         the same skill, instead, only to that particular entry (eg: Mob has heal
    //         on six lines in the mob_skill_db, only the entry that is actually used
    //         will receive the delay). This will make monsters harder, especially MvPs.
    // 0x0400: Set this to make mobs have a range of 9 for all skills. Otherwise, they 
    //         will obey the normal skill range rules.
    // 0x0800: When set, monsters that are provoked will always change target to the
    //         provoking person, even if they would usually not change target on attack.
    // 0x1000: When set, when a monster picks a skill but can't use it because there is
    //         no valid target in range, it will look for another skill it can use.
    //         This makes e.g. Greatest General use "Earth Spike" at range 8-9 whereas
    //         officially it would only use it after already having used "Blind Attack"
    //         at range 0-7.
    // Example: 0x140 -> Chase players through warps + use skills in random order.

    So what I actually want is 0x040+0x080+0x100, if I understand this correctly it means that I should set it to 0x220. But how can I tell whether the server will read this instead of 0x200+0x020?

  10. Comparing some rA releases of a few months ago and now, it seems that some skills are dealing much more damage. Sura class in particular, when under Rising Dragon effect increases a lot the damage of Asura Strike. I haven't been around here for a few months so I don't know whether something in this part was changed

  11. as the title says, how can I become a dev of rathena, what languages I must know? i'm just starting to learn programming (I currently only know basics of C) and i'm looking for something more 'real' to acquire/develop skills, so I'd be glad if I could join rA as a developer in the future.

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