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Posts posted by Wazaby
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13 hours ago, khouuming21 said:
Woah, thanks for this Wazaby and Happy Birthday!
Thank you
8 hours ago, IFNH said:Hello, this is certainly a great release. But is it the same with Gepard Custom Aura?
Happy Birthday!
I'm not really sure because I've never used gepard. This is an old code I found on the forums. I just made some changes.
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This is an old mod which has been gaining dust for the past few years. I've just re-written the mod to be compatible with the latest rAthena revision [c43f7b3]
@auraset1 <aura effect no> : sets user with an Aura
@auraset2 <aura effect no> : sets user with a second Aura
@auraset3 <aura effect no> : sets the user with a third Aura
All 3 aura's will stack. So you can set 3 auras and create a visual effect of auras.
Here's a list of Aura combinations.
// Reserved for PK Mode { 586, -1, -1 }, // LH { 586, 362, -1 }, // LH Mvp { 586, 362, 240 }, // 1? PK Place // Basic Auras { 418, -1, -1 }, // Red Fury { 486, -1, -1 }, // Blue Fury { 485, -1, -1 }, // White Fury { 239, -1, -1 }, // Aura Red { 240, -1, -1 }, // Aura White { 241, -1, -1 }, // Aura Yellow { 620, -1, -1 }, // Aura Blue { 202, -1, -1 }, // Lvl 99 Bubbles { 362, -1, -1 }, // Advanced Lvl 99 Bubbles { 678, -1, -1 }, // Brazil Aura Bubbles { 679, -1, -1 }, // Brazil Aura { 680, -1, -1 }, // Brazil Aura Floor // 2 Sets { 239, 418, -1 }, { 239, 486, -1 }, { 239, 485, -1 }, { 240, 418, -1 }, { 240, 486, -1 }, { 240, 485, -1 }, { 241, 418, -1 }, { 241, 486, -1 }, { 241, 485, -1 }, { 620, 418, -1 }, { 620, 486, -1 }, { 620, 485, -1 }, // Full Sets { 239, 418, 202 }, { 239, 486, 202 }, { 239, 485, 202 }, { 240, 418, 202 }, { 240, 486, 202 }, { 240, 485, 202 }, { 241, 418, 202 }, { 241, 486, 202 }, { 241, 485, 202 }, { 620, 418, 202 }, { 620, 486, 202 }, { 620, 485, 202 }, { 239, 418, 362 }, { 239, 486, 362 }, { 239, 485, 362 }, { 240, 418, 362 }, { 240, 486, 362 }, { 240, 485, 362 }, { 241, 418, 362 }, { 241, 486, 362 }, { 241, 485, 362 }, { 620, 418, 362 }, { 620, 486, 362 }, { 620, 485, 362 }, { 239, 418, 678 }, { 239, 486, 678 }, { 239, 485, 678 }, { 240, 418, 678 }, { 240, 486, 678 }, { 240, 485, 678 }, { 241, 418, 678 }, { 241, 486, 678 }, { 241, 485, 678 }, { 620, 418, 678 }, { 620, 486, 678 }, { 620, 485, 678 }, // Oficial Set { 680, 679, 678 }, { -1, -1, -1 }
There are a few things I would like to do differently with the implementation of this. Right now I'm releasing this since it's my birthday today and I wanted to give back something to the rAthena community. I might make better versions of this later.
Thanks.- 1
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On 2/4/2024 at 4:25 PM, playniks said:
All I want is just simple, exchange costume to a coin.. With the use of the malangdo exchange script, It seems that it only exchange 1 costume at a time.. I want it to have a callshop wherein multiple costume will be exchange rather than 1 by 1..
Is it possible for you to point to which npc or script? Or just post a snippet of the code that you want help with?
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What the hail! This is almost a decade old script.
// Change this part. setarray .ScatArea[0],1,2,3; // SCATTER AREA. // To this setarray .ScatArea[0], 3, 5, 7; // Increase the values for a larger scattering area.
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Following this topic+
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Awesome work. Thank you for the release.
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4 hours ago, Barterwood said:
Thanks for answering. Actually, I'm not that into coding anyway.
Is there any program or GM's helper or something that can edit this directly?
You can try MySQL workbench or you can try Laragon. Both have similar gui. Since you already have a server up, im guessing you installed your mysql database already?
Just use aGUI based workbench and open the char and account tables inside the database. -
18 hours ago, celeron0134 said:
oh okay.. so it's either gravity approves using thier client files or you build the whole client from scratch..
Yes. Gravity doesn't approve unless you use Aegis. Which is expensive compared to opensource emulators.
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On 9/29/2021 at 12:04 PM, DEsMOn said:
Can u tell me the file path?
If you use Visual Studio Code or Visual Studio to edit your files, you can search the whole solution for the constants. We can't tell you the exact npc. But my guess would be a job changer npc or something related to Jobs.
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DCMA claims have been made for various reason.
Gravity does not care if you use blockcain or any other technology. As long as there's a copyright infringement, they can take you down.
Servers have been taken down on the grounds that they used gravity resources.
rAthena is an opensouce emulator which was built from scratch. It does not fall under this category. But the client files are gravity owned and the server administrators may use them at their own risk. -
It’s your npc scripts that are giving you that warning.
Find the npc script that is using the deprecated constants and replace them with the new constants. That’ll remove those warnings.
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The character data is in char table of your ragnarok database.
The account data is in Login table.
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Keep it as a separate grf and add an entry in Data.ini to read the grf before your default grf. That’ll load the sprites.
You will also need to add the items to itemdb on server to be able to use the sprites in game.
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Since OP hasn't answered the question but marked it as solved.
The atiumdag.dll needs to be deleted or renamed and it will fix this issue. This happens on PC where there's AMD based graphic drivers. -
15 hours ago, Scylla said:
I've finally solved it.
battle.cpp:
if (flag & BF_SHORT) {//Bounces back part of the damage. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; rdamage = i64max(rdamage,1); } else if( status_reflect && sc && sc->count ) {
to
if (flag & BF_SHORT) {//Bounces back part of the damage. if ( (skill_get_inf2(skill_id)&INF2_TRAP || !status_reflect) && sd && sd->bonus.short_weapon_damage_return) { rdamage = i64max(rdamage,-1); } else if ( (status_reflect) && sd && sd->bonus.short_weapon_damage_return) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; rdamage = i64max(rdamage,1); } if( status_reflect && sc && sc->count ) {
Thanks a lot to @Wazaby for assisting me with this.
EDIT: You may just add this line on else if, if you want trap to reflect
skill_get_inf2(skill_id)&INF2_TRAP
Thanks for the mention.
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15 hours ago, xJhay said:
Hello, thank you so much for helping me. But the problem still persist, everyone is been kicked out when the Guild Leader try to Ecall. When all of the members enter the map 1 by 1, it doesn't kick anyone but when on ecall, it kicks everyone.
Okay let me change a script a bit.
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Try VS 2019 community edition. It's works fine for me with latest rA.
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This usually happens when your conf/ files are not set properly.
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no he means
https://github.com/rathena/rathena/blob/master/db/re/item_noequip.txt
This with a GVG mapflag will work. -
Why would you do it as a script when there's a mapflag for it?
Try to find out why your mapflag isn't working. If you can share your mapflag config then someone will help. -
- script GuideCommands -1,{ OnInit: bindatcmd "guide","GuideCommands::OnGuide"; end; OnGuide: setarray .@tips$, "Tip1","Tip2","Tip3"; .@len = getarraysize(.@tips$); .@opt = rand(1,.@len); dispbottom "Tip: " + .@tips$[.@opt]; end; }
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- script Guild Limiter -1,{ // This part ejects players when they are in the map OnPCLoadMapEvent: if( getcharid(2) == $App_Guilds[.@i] ){ .count = 0; .@origin = getcharid(3); addrid 3, 0, getcharid(2); if ( strcharinfo(3) == .checkmap$ ) .count++; if ( !.@origin ) end; if ( .count > 12 ) { // 12 means only 12 players per guild allowed in a map. message strcharinfo(0), "Your guild members are over the limit"; sleep2 2000; warp "SavePoint", 0,0; } } end; OnInit: setarray .@checkmap$, "arug_cas01", "arug_cas02", "arug_cas03", "arug_cas04", "arug_cas05", "schg_cas01", "schg_cas02", "schg_cas03", "schg_cas04", "schg_cas05"; .@len = getarraysize( .@checkmap$ ); for ( .@i = 0; .@i < .@size; .@i++ ) { setmapflag .@checkmap$[.@i], mf_loadevent; setd "."+ .@checkmap$[.@i], 1; } end; }
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[2024] Release: Item Charms System - Modified from previous charms mod
in Source Releases
Posted
How to use it?
1. Patch your diff file.
2. Change the item type in itemdb to charm.
In the below example I've used an item from item_db_etc.yml and changed the type to charm. Then add a script part with the bonus that you want the item to have and reload itemdb.
Without the charm item:
With the charm item:
Enjoy!
Item Charm v1.0.1.diff