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Posts posted by nanakiwurtz
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First of all, good luck with the new project.
As a server owner point of view, this project will only focused on Renewal mechanics so RagEmu will be attractive to non-classic server owners.
As a dev point of view, it will somewhat helpful to have another source for comparison if there's new updates/bug reports.
But IMO this will make the community & devs even more splitted, it looks exactly like this:
[spoiler=Fork Illustration]
Current active projects (rA/Herc/idA/etc) have suffered from devs that inactive because of busy irl, not to mention those never ending Bug Reports/GitHub Issues which needs official confirmation.
In score of 0 being disagree and 100 being agree, I'm on 35 with this project.
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You need to use proper patch, or else it will read either the clientinfo.xml from data folder first, or the client found the file on grf which determined from data.ini
So if you don't have clientinfo.xml on data folder, then look inside your grf
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You forget the Class, Jobmask and Gender
0xFFFFFFFF,63,2
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June Digest 2016
The following digest covers the month of June, 2016.Staff Changes
- None
Development Highlights
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CORE:
- Cleaned up item group & monster group parsing, now it use sv_readdb and import (1591e9a, 48a4ee1)
- Fixed incorrect map-server buffer allocation size (b8d4761, e2d3819)
- Fixed monster with cast sensor not working (63e8fa0)
- Resolved a potential map crash on instance destruction (5ef2000)
- Resolved a memory leak in the channel system (323bd72)
- Implemented recalculatestat command (98fdf31, 0d43d26)
- Cleaned up do_reload_instance (e219dd9, 407fd01, f61535b)
- Updated item database job mask to 64 bit (15fdc12, a14e21f)
- Improved char-bound instance mode (195a525)
- Fixed error on atcommand ii (abf939c, 604e805)
- Fixed error on atcommand monsterinfo and whereis (93c01ee)
- Fixed error on atcommand bodystyle (247217e)
- Fixed error on atcommand showexp (cccb740)
- Fixed Reflect Damage versus Emperium (7a84b53)
- Expands pc_bonus warnings to give more info when unknown bonus type is detected (33270ed, c658ea2)
- Moved 'mob random groups' constants into script_constants.h (9558ef0)
- Removed some hardcoded mob IDs (65b716f, 562a1a7)
- Added const support to mob race2 db (2534588)
- Fixed issue with 0 experience (d2bbd91, 6412c82, mb95df50)
- Refactored clif damage type calls (82af619, c2035f0)
- Streamlined renewal ASPD skill and potion calculations (fe11416, d6d92a4)
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DATABASE:
- Skill Update: Earth Quake, Warmer, Knuckle Arrow, Phantasmic Arrow, Soul Breaker, Rebirth Spirit, Blastmine, Claymore Trap, Swing Dance, Impressive Riff (e39293f, 3817bb3, ab576e9, aa5d7a4, e4ac1ee, d4824c3, 9b3a581, 1d09abe, ec042e9, b2fedb8, 574f69e, b99114c, 06eab75)
- Updated Item DB (c6df701, 520a840, 90c6d7a, 29ae472, 9cf7cae, 124572e, b3ab05d, b1d8271, 16ad1fc)
- Resolve error in quest_db (14587cc, ac2009b)
- Added some more missing placeholders to mobdb (bea47ea)
- ECL_SQUOIA now removes SC_DECREASEAGI (26aa69d)
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SCRIPT:
- Add official quest condition for Guillotine Cross job change quest (25c4334)
- Updated Old Glast Heim instance (b8898cd)
- Fixed PLAYTIME issue in guillotine_cross.txt (a667fc0)
- Added weight check in Ring of the Wise King Quest (055ee42)
- Fixed Pintados Festival never ends (aed00e0)
- Fixed warning on Hunting Mission (673a93c, 6546566, 14d93ff)
- Added support to Para_Team_Mark_ item in Eden Group (274232f)
- Added use of F_HasEdenGroupMark function (815368a)
- Removed useless lines from several scripts (85f44a5)
- Fixed issue with Quest Error (94b866e)
- Added duplicate NPCs to Novice Grounds (1dd674f)
- Fixed wrong usage of close in Thor Volcano Base Quest (933d687)
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OTHERS:
- Resolved compile warning and errors (46f1a6f, 7cf7a54, dfd9bde)
- Remove webtatic repo reference for CentOS5 (66cda76)
- Updated the SQL conversion script (5892e5e)
- Updated bSkillUseSP item bonus documentation (33f83e0)
- Update .gitignore to ignore *.VC.opendb (0798ace)
- Updated script documentation (2e98ff6)
- Added appveyor for windows build tests (7316c45, 4ad8eb0)
- Fixed Full Throttle status icon (f031741)
Statistics
- 9 authors have pushed 92 commits during this period.
- On master, 100 files have changed.
- There have been 2,074 additions and 1,380 deletions.
- There are 7 merged Pull Requests and 0 Proposed Pull Requests.
- There are 24 new Issues and 69 Closed Issues.
List of Contributors
- @admkakaroto, @aleos89, @Akaineko-astasi, @Akkarinage, @anacondaqq, @Atemo, @AtlantisRO, @CairoLee, @cydh, @dragonis1701, @dynaraan, @Everade, @exneval, @iubantot, @jezznar, @Jeybla, @julia40124009, @Lemongrass3110, @LiamKarlMitchell, @lighta, @MishimaHaruna, @MrAntares, @nykuz85, @Paoly28, @Playtester, @RadianFord, @rubie123, @secretdataz, @stealth62, @Stolao, @spinzaku, @technoken, @tlacson7, @tmav94, @VXPlay, @wilkemeyer, @zackdreaver
Show your support to rAthena by submitting your Issue or Pull Requests!
By providing enough useful info (Git Hash, Client Date, RE/Pre-RE, crashdump, how to reproduce, etc) you will help us to solve the issues faster- 13
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You can try this (untested)
//===== rAthena Script ======================================= //= MVP Ladder Game //===== By: ================================================== //= aftermath, AnnieRuru (rewrite) //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Gather a party and kill every MVP in ascending order. //===== Additional Comments: ================================= //= 1.0 First version, edited. [Euphy] //============================================================ prontera,164,171,3 script MvP Ladder Warper 56,{ mes "[MvP Ladder Warper]"; mes "Say... do you want to play the MvP Ladder game?"; next; switch(select("Yes, let's get it on!:Information.:Show me the best record.:No.")) { case 1: break; case 2: mes "[MvP Ladder Warper]"; mes "In this game, your party has to kill every single MvP monster in ascending order, from the weakest to strongest."; if ( .finish_item_amount ) mes "If your party can finish the MVP ladder game, each member will earn "+ callfunc("F_InsertPlural", .finish_item_amount, getitemname( .finish_item_id )) +"."; if ( .register_cost ) mes "But the entrance fee is "+ callfunc( "F_InsertComma", .register_cost ) +" zeny."; next; mes "[MvP Ladder Warper]"; mes "You lose the game if you can't finish in "+ .timeout +" minutes, or if your entire party is killed."; mes "Good luck!"; close; case 3: mes "[MvP Ladder Warper]"; if ( !$mvpladdderparty_time ) { mes "Nobody has finished this game yet."; close; } mes "The best record is"; mes "[ "+( $mvpladdderparty_time / 60 )+" min "+( $mvpladdderparty_time % 60 )+" sec ]"; mes "By the party ^FF0000"+ $mvpladdderparty_name$ +"^000000."; .@size = getarraysize( $mvpladderparty_member$ ); for ( .@i = 0; .@i < .@size; .@i++ ) mes "^000000"+ ( .@i +1 ) +". ^0000FF"+ $mvpladderparty_member$[.@i]; if ( getgmlevel() < .gmlvlreset ) close; next; if ( select( "Close.", "Reset the record." ) == 1 ) close; if ( select( "Never mind.", "I really want to reset it." ) == 1 ) close; $mvpladdderparty_time = 0; $mvpladdderparty_name$ = ""; deletearray $mvpladderparty_member$[.@i]; mes "[MvP Ladder Warper]"; mes "Record reset successfully."; close; case 4: mes "[MvP Ladder Warper]"; mes "When you are strong enough to complete the game, please come back."; close; } if ( !getcharid(1) ) { mes "[MvP Ladder Warper]"; mes "You have to form a party to play."; close; } if ( getpartyleader( getcharid(1), 2 ) != getcharid(0) ) { mes "[MvP Ladder Warper]"; mes "Only the party leader can register."; close; } .@origin = getcharid(3); getpartymember getcharid(1), 1; getpartymember getcharid(1), 2; for ( .@i = 0; .@i < $@partymembercount; .@i++ ) { if ( isloggedin( $@partymemberaid[.@i], $@partymembercid[.@i] ) ) { attachrid $@partymemberaid[.@i]; if ( strcharinfo(3) == strnpcinfo(4) ) .@online++; } } attachrid .@origin; if ( $@partymembercount != .register_min ) { mes "[MvP Ladder Warper]"; mes "You have to form a party with exactly "+ .register_min +" members to play."; close; } else if ( .@online != .register_min ) { mes "[MvP Ladder Warper]"; mes "Your party must have "+ .register_min +" members online on map '"+ strnpcinfo(4) +"'."; close; } else if ( .register_cost && Zeny < .register_cost ) { mes "[MvP Ladder Warper]"; mes "You don't have enough zeny. Please come back when you do."; close; } else if ( .party_id ) { mes "[MvP Ladder Warper]"; mes "I'm sorry, but a party is currently playing the game. Please standby until the party is finished."; mes "Thank you."; close; } Zeny -= .register_cost; announce "The party ["+ strcharinfo(1) +"] has started the MvP ladder game.", bc_all; set .party_id, getcharid(1); set .@time_enter, gettimetick(2); cleanmap .eventmap$; for ( .@i = 0; .@i < $@partymembercount; .@i++ ) { if ( isloggedin( $@partymemberaid[.@i], $@partymembercid[.@i] ) ) { attachrid $@partymemberaid[.@i]; if ( strcharinfo(3) == strnpcinfo(4) ) { .@name$[.@c] = strcharinfo(0); .@c++; if (gettimetick(2) < mlwd) { dispbottom "You have to wait for "+callfunc("Time2Str",mlwd); } else { announce "You have "+ .timeout +" minutes to complete "+ .totalround +" rounds.", bc_self; addtimer 5000, strnpcinfo(3)+"::OnCheck"; mlwd = gettimetick(2)+3600; @mwli = 0; warp .eventmap$,0,0; } } } } donpcevent strnpcinfo(0)+"::OnMvpDead"; sleep .timeout * 60000; if ( .round == .totalround +1 ) { getpartymember .party_id, 1; getpartymember .party_id, 2; mapannounce .eventmap$, "Congratulations... You were able to defeat all the MVPs!", bc_map; for ( .@i = 0; .@i < $@partymembercount; .@i++ ) { if ( isloggedin( $@partymemberaid[.@i], $@partymembercid[.@i] ) ) { attachrid $@partymemberaid[.@i]; if ( strcharinfo(3) == .eventmap$ ) getitem .finish_item_id, .finish_item_amount; } } set .@timeused, gettimetick(2) - .@time_enter; if ( .bonus_item_amount && .@timeused < .bonus_time * 60 ) { mapannounce .eventmap$, "You are rewarded a bonus item for completing the ladder within "+ .bonus_time +" minutes.", bc_map; for ( .@i = 0; .@i < $@partymembercount; .@i++ ) { if ( isloggedin( $@partymemberaid[.@i], $@partymembercid[.@i] ) ) { attachrid $@partymemberaid[.@i]; if ( strcharinfo(3) == .eventmap$ ) getitem .bonus_item_id, .bonus_item_amount; } } } if ( !$mvpladdderparty_time || .@timeused < $mvpladdderparty_time ) { mapannounce .eventmap$, "And you broke the record! [ "+( .@timeused / 60 )+" min "+( .@timeused % 60 )+" sec ]", bc_map; set $mvpladdderparty_time, .@timeused; set $mvpladdderparty_name$, getpartyname( .party_id ); copyarray $mvpladderparty_member$, .@name$, .register_min; } else mapannounce .eventmap$, "Time used [ "+( .@timeused / 60 )+" min "+( .@timeused % 60 )+" sec ]", bc_map; sleep 10000; announce "The party ["+ getpartyname( .party_id ) +"] has finished the MvP ladder game!", bc_all; } else announce "The party ["+ getpartyname( .party_id ) +"] has failed to finish the MvP ladder game.", bc_all; mapwarp .eventmap$, .map$, .x, .y; killmonsterall .eventmap$; .party_id = .round = 0; end; OnCheck: if ( strcharinfo(3) != .eventmap$ || !getcharid(1) ) { deltimer strnpcinfo(3)+"::OnCheck"; } else { getmapxy(.@m$,.@x,.@y,UNITTYPE_PC); addtimer 5000, strnpcinfo(3)+"::OnCheck"; if ((@mlwx == .@x) && (@mlwy == .@y)) { @mlwi++; } else { @mwli = 0; } if (@mlwi >= 12) { warp "SavePoint",0,0; @mwli = 0; } } end; OnMvpDead: .round++; if ( .round >= 2 && .round != .totalround +1 && .round_item_amount ) { for ( .@i = 0; .@i < $@partymembercount; .@i++ ) { if ( isloggedin( $@partymemberaid[.@i], $@partymembercid[.@i] ) ) { attachrid $@partymemberaid[.@i]; if ( strcharinfo(3) == .eventmap$ ) getitem .round_item_id, .round_item_amount; } } } if ( .round == .totalround +1 ) { awake strnpcinfo(0); end; } else if ( .round == .totalround ) mapannounce .eventmap$, "The final Round will begin in "+ .delay +" seconds...", bc_map; else mapannounce .eventmap$, "Starting round "+ .round +" in "+ .delay +" seconds...", bc_map; sleep .delay * 1000; if ( .mvpid[.round] == 1646 ) // pick random Bio3 MVP .mvpid[.round] = rand(1646,1651); monster .eventmap$,0,0, "--ja--", .mvpid[.round], 1, strnpcinfo(0)+"::OnMvpDead"; mapannounce .eventmap$, getmonsterinfo( .mvpid[.round], MOB_NAME ) +" has spawned!", bc_map|bc_blue; end; OnPCLogoutEvent: if ( hp > 0 ) .@less_one = 1; else end; OnPCDieEvent: if ( strcharinfo(3) != .eventmap$ || !getcharid(1) ) end; if ( getcharid(1) != .party_id ) end; getpartymember .party_id, 1; getpartymember .party_id, 2; for ( .@i = 0; .@i < $@partymembercount; .@i++ ) { if ( isloggedin( $@partymemberaid[.@i], $@partymembercid[.@i] ) ) { attachrid $@partymemberaid[.@i]; if ( strcharinfo(3) == .eventmap$ && hp > 0 ) .@alive++; } } if ( .@less_one ) .@alive--; if ( !.@alive ) { mapannounce .eventmap$, "Party wiped!", bc_map; sleep 10000; awake strnpcinfo(0); } end; OnInit: // Configurations ----------------------------------------------------- // Time limit (in minutes) // When time runs out, all players inside the room will be kicked out. // Do NOT set this to zero! set .timeout, 60; // entrance fee (in Zeny) set .register_cost, 100000; // exact amount of party members needed to start the game set .register_min, 2; // id of each mvp. you can add more setarray .mvpid[1], 1086,// Golden Thief Bug 64 1115,// Eddga 65 1150,// Moonlight Flower 67 1159,// Phreeoni 69 1112,// Drake 70 1583,// Tao Gunka 70 1492,// Incantation Samurai 71 1046,// Doppelgangger 72 1252,// Garm 73 1418,// Evil Snake Lord 73 1059,// Mistress 74 1190,// Orc Lord 74 1087,// Orc Hero 77 1251,// Knight of Windstorm 77 1038,// Osiris 78 1658,// Ygnizem 79 1272,// Dark Lord 80 1871,// Fallen Bishop 80 1039,// Baphomet 81 1147,// Maya 81 1785,// Atroce 82 1389,// Dracula 85 1630,// Bacsojin 85 1885,// Gorynych 85 1623,// RSX 0806 86 1511,// Amon Ra 88 1688,// Lady Tanee 89 1768,// Gloom Under Night 89 1719,// Datale 90 1734,// Kiel D-01 90 1157,// Pharaoh 93 1373,// Lord of Death 94 1312,// Turtle General 97 1779,// Ktullanux 98 1874,// Beelzebub 98 1646,// Bio3 placeholder 99 1708,// Thanatos 99 1751,// Valkyrie Randgris 99 1832;// Ifrit 99 // number of rounds (default: 39) set .totalround, getarraysize(.mvpid) -1; // item reward for completing each round set .round_item_id, 512; set .round_item_amount, 1; // item reward for completing the entire ladder set .finish_item_id, 501; set .finish_item_amount, 10; // bonus reward if ladder completed within a certain time (in minutes) set .bonus_time, 45; // if completed within 45 minutes, this reward is given set .bonus_item_id, 504; set .bonus_item_amount, 10; // time delay between rounds, in seconds (default: 3) set .delay, 5; // minimum GM level to reset the best record set .gmlvlreset, 99; // event map set .eventmap$, "guild_vs2-2"; // mapflag configuration setarray .@mapflag, mf_nowarp, mf_nowarpto, mf_nosave, mf_nomemo, mf_noteleport, // mf_nopenalty, // disable exp loss mf_noreturn, // mf_nobranch, // mf_nomobloot, // disable monster drop loots, // mf_nomvploot, // 2 of these mf_partylock; // Config Ends -------------------------------------------------------------- mapannounce .eventmap$, "An administrator has refreshed the server. Please re-register. We apologize for the inconvenience.", bc_map; getmapxy .map$, .x, .y, UNITTYPE_NPC; mapwarp .eventmap$, .map$, .x, .y; killmonsterall .eventmap$; .@size = getarraysize( .@mapflag ); for ( .@i = 0; .@i < .@size; .@i++ ) setmapflag .eventmap$, .@mapflag[.@i]; end; }
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Hello @Lelouch vi Britannia
Try this one:
//===== rAthena Script ============================================ //= Enchantment System //===== By: ======================================================= //= Kenedos //===== Current Version: ========================================== //= 1.0 //===== Compatible With: ========================================== //= rAthena SQL/TXT //===== Description: ============================================== //= Uses the 2nd, 3rd and 4th slot on armors (headgears, footgears //= garments, shields and armors) to add extra bonus status and //= diverse attributes. //===== Topic ===================================================== //= Unknown //===== Additional Comments: ====================================== //= BE WARNED : The use of decarder NPCs, Sign your Name on items //= NPCs and any other kind of NPC that make use of the extra armor //= slots will bug this whole system. Also make sure every armor //= in your server only have 1 slot at max, otherwise it will also //= cause unexpected behaviour. //= //= If you wish to change the GM level to access the command menu, //= just find the command "getgmlevel()" in this script. //= It is located a few lines bellow the header. //= //= If you wish to change the cost for the Power Stones, look for //= the "MvP Power Stone Conversion Table" in the end of the script. //================================================================= prontera,124,207,5 script Special Enchanter#r1 64,{ mes "["+strnpcinfo(1)+"]"; if (Sex) mes "Hello sir ^0000FF"+strcharinfo(0)+"^000000, how may I help you?"; else mes "Hello lady ^0000FF"+strcharinfo(0)+"^000000, how may I help you?"; next; if (getgmlevel() < 80) set .@menu, select("Enchant:Information:Trade MvP Soul Stone"); else { set .@menu, select("Enchant:Information:Trade MvP Soul Stone:^FF0000GM Special Enchant^000000"); if (.@menu == 4) { set .@gmlevel, 1; goto L_EnchantLoc; } } if (.@menu == 2) { mes "["+strnpcinfo(1)+"]"; mes "Aah so you are looking information about the ^009900New Special Enchantment System^000000? Very well, I shall answer you. What's the matter?"; next; while (1) { set .@menu, select("Prices:General:Chances:Bonuses:MvP Special Enchanting"); if (.@menu == 2) { mes "["+strnpcinfo(1)+"]"; mes "The ^009900Special Enchantment System^000000 is rather simple, first, you show me your currently equipped gear, then I will show you a list of everything I can try to enchant."; next; mes "["+strnpcinfo(1)+"]"; mes "I can only work on ^FF0000Armors^000000, ^FF0000Footgears^000000, ^FF0000Upper Headgears^000000, ^FF0000Garments^000000 and ^FF0000Shields.^000000"; next; mes "["+strnpcinfo(1)+"]"; mes "Each refine attempt will cost you some ^0000FFZeny^000000, depending on which slot you wish to try. You can have three enchantments at total per equipment piece, one in each slot."; next; mes "["+strnpcinfo(1)+"]"; mes "Enchantments in the ^0000FFSame Slot^000000 will ^FF0000Overplace^000000 currently existing ones, so be carefull not to choose the wrong slot!"; next; mes "["+strnpcinfo(1)+"]"; mes "Enchantments obviously, give you bonuses such as statuses, Hp, Sp, and many other bonuses depending on what type of enchantment you choose."; next; mes "["+strnpcinfo(1)+"]"; mes "You can choose an enchantment for a specific type of class, but not necessarily that enchantment will be restricted only to that class. After choosing a class, the specific enchantment will be given randomly."; next; mes "["+strnpcinfo(1)+"]"; mes "You can collect ^009900MvP Special Misc Items^000000 to trade them in for better enchantments, or making you able to choose one enchantment instead of giving it randomly. But be aware, those type of enchantments will be more costy!"; next; } else if (.@menu == 1) { mes "["+strnpcinfo(1)+"]"; mes "The prices depend on which enchanting slot you pick."; mes "1st Slot - ^0000FF500,000z^000000 - ^0000FF1x Special Enchant Coupon^000000"; mes "2nd Slot - ^0000FF1,000,000z^000000 - ^0000FF2x Special Enchant Coupon^000000"; mes "3rd Slot - ^0000FF2,000,000z^000000 - ^0000FF3x Special Enchant Coupon^000000"; mes "MvP Special Enchanting - ^0000FF50,000,000z^000000 - ^0000FF5x Special Enchant Coupon^000000"; next; mes "["+strnpcinfo(1)+"]"; mes "Note that the MvP Special Enchanting does not depend on the slot number, it's a fixed price."; mes "If an enchantment fail, I'm sorry but you won't be refunded."; next; } else if (.@menu == 3) { mes "["+strnpcinfo(1)+"]"; mes "The chances depend on which enchanting slot you pick."; mes "1st Slot - ^0000FF80% Success^000000"; mes "2nd Slot - ^0000FF70% Success^000000"; mes "3rd Slot - ^0000FF60% Success^000000"; mes "MvP Special Enchanting - ^0000FF50% Success^000000"; next; mes "["+strnpcinfo(1)+"]"; mes "^0000FFAttention^000000, when an enchantment fail, the equipment will be completely ^0000FFDestroyed^000000."; mes "The MvP Special Enchanting has a fixed chance, that means, even if you attempt to do it in the first slot, the chance will always be 50%."; next; } else if (.@menu == 4) { mes "["+strnpcinfo(1)+"]"; mes "Once you succeed enchanting, you will get a bonus for the slot you chose. Upon choosing a class, the chance to get each random bonus for that class is exactly the same."; next; mes "["+strnpcinfo(1)+"]"; mes "The class type just helps you getting a good bonus for you, but you are not obligated to follow it. Every class can benefit from every class bonus. Now, Tell me a class, and i'll show you the available bonuses for it."; next; set .@menu2, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte"); if (.@menu2 == 1) { mes "["+strnpcinfo(1)+"]"; mes "^0000FFSwordman STR+1^000000"; mes "^0000FFSwordman STR+2^000000"; mes "^0000FFSwordman VIT+1^000000"; mes "^0000FFSwordman VIT+2^000000"; mes "^0000FFSwordman VIT+3^000000"; mes "^0000FFSwordman STR+1/VIT+1^000000"; mes "^0000FFSwordman STR+2/VIT+1^000000"; mes "^0000FFSwordman STR+1/VIT+2^000000"; mes "^0000FFSwordman MHp+1%^000000"; mes "^0000FFSwordman MHp+2%^000000"; mes "^0000FFSwordman ATK+5^000000"; mes "^0000FFSwordman ATK+10^000000"; mes "^0000FFSwordman ATK+15^000000"; mes "^0000FFSwordman PhysicalReduction+1%^000000"; mes "^0000FFSwordman Damage+1%^000000"; mes "^0000FFSwordman Damage+2%^000000"; mes "^0000FFSwordman DEF+1^000000"; mes "^0000FFSwordman DEF+2^000000"; next; } else if (.@menu2 == 2) { mes "["+strnpcinfo(1)+"]"; mes "^0000FFMage INT+1^000000"; mes "^0000FFMage INT+2^000000"; mes "^0000FFMage INT+3^000000"; mes "^0000FFMage DEX+1^000000"; mes "^0000FFMage DEX+2^000000"; mes "^0000FFMage INT+1/DEX+1^000000"; mes "^0000FFMage INT+1/DEX+2^000000"; mes "^0000FFMage INT+2/DEX+1^000000"; mes "^0000FFMage MSp+1%^000000"; mes "^0000FFMage MSp+2%^000000"; mes "^0000FFMage MSp+3%^000000"; mes "^0000FFMage Matk+1%^000000"; mes "^0000FFMage Matk+2%^000000"; mes "^0000FFMage Cast-2%^000000"; mes "^0000FFMage Cast-4%^000000"; mes "^0000FFMage MdefIgnore+1%^000000"; mes "^0000FFMage MdefIgnore+2%^000000"; mes "^0000FFMage MDEF+1^000000"; mes "^0000FFMage MDEF+2^000000"; mes "^0000FFMage MDEF+3^000000"; next; } else if (.@menu2 == 3) { mes "["+strnpcinfo(1)+"]"; mes "^0000FFThief AGI+1^000000"; mes "^0000FFThief AGI+2^000000"; mes "^0000FFThief AGI+3^000000"; mes "^0000FFThief LUK+1^000000"; mes "^0000FFThief LUK+2^000000"; mes "^0000FFThief AGI+1/LUK+1^000000"; mes "^0000FFThief AGI+1/LUK+2^000000"; mes "^0000FFThief AGI+2/LUK+1^000000"; mes "^0000FFThief CRIT+2^000000"; mes "^0000FFThief CRIT+4^000000"; mes "^0000FFThief CRIT+6^000000"; mes "^0000FFThief FLEE+3^000000"; mes "^0000FFThief FLEE+6^000000"; mes "^0000FFThief FLEE+9^000000"; mes "^0000FFThief Damage+2%/MHp-1%^000000"; mes "^0000FFThief Damage+4%/MHp-2%^000000"; mes "^0000FFThief P.Dodge+1^000000"; mes "^0000FFThief P.Dodge+2^000000"; mes "^0000FFThief ASPD+1%^000000"; mes "^0000FFThief ASPD+2%^000000"; mes "^0000FFThief ASPD+3%^000000"; next; } else if (.@menu2 == 4) { mes "["+strnpcinfo(1)+"]"; mes "^0000FFArcher DEX+1^000000"; mes "^0000FFArcher DEX+2^000000"; mes "^0000FFArcher DEX+3^000000"; mes "^0000FFArcher AGI+1^000000"; mes "^0000FFArcher AGI+2^000000"; mes "^0000FFArcher AGI+3^000000"; mes "^0000FFArcher AGI+1/DEX+1^000000"; mes "^0000FFArcher AGI+1/DEX+2^000000"; mes "^0000FFArcher AGI+2/DEX+1^000000"; mes "^0000FFArcher CRIT+1^000000"; mes "^0000FFArcher CRIT+2^000000"; mes "^0000FFArcher CRIT+3^000000"; mes "^0000FFArcher FLEE+3^000000"; mes "^0000FFArcher FLEE+6^000000"; mes "^0000FFArcher FLEE+9^000000"; mes "^0000FFArcher BowDamage+2%^000000"; mes "^0000FFArcher BowDamage+3%^000000"; mes "^0000FFArcher Hit+2^000000"; mes "^0000FFArcher Hit+4^000000"; mes "^0000FFArcher Hit+6^000000"; mes "^0000FFArcher ASPD+1%^000000"; mes "^0000FFArcher ASPD+2%^000000"; next; } else if (.@menu2 == 5) { mes "["+strnpcinfo(1)+"]"; mes "^0000FFMerchant STR+1^000000"; mes "^0000FFMerchant STR+2^000000"; mes "^0000FFMerchant STR+3^000000"; mes "^0000FFMerchant VIT+1^000000"; mes "^0000FFMerchant AGI+1^000000"; mes "^0000FFMerchant AGI+2^000000"; mes "^0000FFMerchant STR+1/AGI+1/VIT+1^000000"; mes "^0000FFMerchant STR+2/AGI+1/VIT+1^000000"; mes "^0000FFMerchant STR+1/AGI+2/VIT+1^000000"; mes "^0000FFMerchant MHp+1%^000000"; mes "^0000FFMerchant ATK+3/STR+1^000000"; mes "^0000FFMerchant ATK+6/STR+1^000000"; mes "^0000FFMerchant ATK+9/STR+2^000000"; mes "^0000FFMerchant Greed1^000000"; mes "^0000FFMerchant Greed2^000000"; mes "^0000FFMerchant Greed3^000000"; mes "^0000FFMerchant FireResist+3%^000000"; mes "^0000FFMerchant FireResist+6%^000000"; mes "^0000FFMerchant EarthResist+2%^000000"; mes "^0000FFMerchant EarthResist+4%^000000"; mes "^0000FFMerchant ASPD+1%^000000"; mes "^0000FFMerchant ASPD+2%^000000"; next; } else if (.@menu2 == 6) { mes "["+strnpcinfo(1)+"]"; mes "^0000FFAcolyte INT+1^000000"; mes "^0000FFAcolyte INT+2^000000"; mes "^0000FFAcolyte VIT+1^000000"; mes "^0000FFAcolyte VIT+2^000000"; mes "^0000FFAcolyte DEX+1^000000"; mes "^0000FFAcolyte INT+1/DEX+1/VIT+1^000000"; mes "^0000FFAcolyte INT+1/DEX+1/VIT+2^000000"; mes "^0000FFAcolyte INT+2/DEX+1/VIT+1^000000"; mes "^0000FFAcolyte MHp+1%^000000"; mes "^0000FFAcolyte MSp+1%^000000"; mes "^0000FFAcolyte MSp+2%^000000"; mes "^0000FFAcolyte Matk+1%^000000"; mes "^0000FFAcolyte Heal+2%^000000"; mes "^0000FFAcolyte Heal+3%^000000"; mes "^0000FFAcolyte Heal+4%^000000"; mes "^0000FFAcolyte DEF+1/MDEF+1^000000"; mes "^0000FFAcolyte DEF+1/MDEF+2^000000"; mes "^0000FFAcolyte DEF+1/MDEF+3^000000"; mes "^0000FFAcolyte SPRegen1/INT+1^000000"; mes "^0000FFAcolyte SPRegen2/INT+1^000000"; mes "^0000FFAcolyte SPRegen3/INT+1^000000"; mes "^0000FFAcolyte PhysicalReduction+1%^000000"; mes "^0000FFAcolyte RangedReduction+1%^000000"; mes "^0000FFAcolyte RangedReduction+2%^000000"; next; } } else if (.@menu == 5) { mes "["+strnpcinfo(1)+"]"; mes "So you are talking about big stuff now, eh? ^009900MvP Special Enchanting^000000 is very difficult for me, therefore ^FF0000Any^000000 MvP Special enchantments will have a fixed price of 5,000,000z and a (80% - 10% * Slot Number) chance of success."; next; mes "["+strnpcinfo(1)+"]"; mes "That means, it doesn't matter if it's in the first, second or third slots, the chance will always be the same. As well as the price."; next; mes "["+strnpcinfo(1)+"]"; mes "Oh and I almost forgot, obviously, you must bring me the ^009900MvP Special Misc Items^000000, so I can trade them for ^0000FFUnique Power Stones^000000."; next; mes "["+strnpcinfo(1)+"]"; mes "Those ^0000FFUnique Power Stones^000000 are made from the extract of an MvP's power, meaning the more powerful the MvP is, the more ^0000FFUnique Power Stones^000000 it can give you."; next; mes "["+strnpcinfo(1)+"]"; mes "Here, I'll give you a list of every ^009900MvP Special Misc Items^000000 you can get, as well as how many ^0000FFUnique Power Stones^000000 they would give you..."; next; mes "["+strnpcinfo(1)+"]"; mes "^009900U.P.S^000000 = ^0000FFUnique Power Stones^000000"; callfunc("c_enchant_mvplist",1); next; mes "["+strnpcinfo(1)+"]"; mes "So now you must be wondering what you can do with those stones, well it's simple. Each ^0000FFUnique Power Stone^000000 can be traded for one normal enchantment, but by using a power stone, you can choose the specific enchantment!"; next; mes "["+strnpcinfo(1)+"]"; mes "That means, you can choose precisely what you want, meaning if you had enough power stones, you could have all the best enchantments you could ever get!"; next; mes "["+strnpcinfo(1)+"]"; mes "But not just that, the ^0000FFUnique Power Stones^000000 magic are so strong, that if you get ^FF0000Three^000000 of them together, you can try to make a ^0000FFMvP Unique Enchantment^000000"; next; mes "["+strnpcinfo(1)+"]"; mes "The chance is (60% - 10% * Slot Number) and zeny cost for those enchantments is always 1000000z, no matter the slot. The biggest difference is that their given bonus is completely different from the rest."; next; mes "["+strnpcinfo(1)+"]"; mes "If it succeeds, it will give you one of the following bonuses, note that the bonuses cannot be chosen specifically this time! They will be given randomly!"; next; mes "["+strnpcinfo(1)+"]"; mes "^0000FFUnique MHp+4%/MSp+4%^000000"; mes "^0000FFUnique MHp+6%/MSp+6%^000000"; mes "^0000FFUnique STR+3/VIT+3/DEX+3^000000"; mes "^0000FFUnique STR+3/AGI+3/LUK+3^000000"; mes "^0000FFUnique DEX+3/VIT+3/LUK+3^000000"; mes "^0000FFUnique INT+3/VIT+3/DEX+3^000000"; mes "^0000FFUnique INT+3/STR+3/AGI+3^000000"; mes "^0000FFUnique DEF+4/MDEF+4^000000"; mes "^0000FFUnique DEF+6/MDEF+6^000000"; mes "^0000FFUnique Damage Reflect5%^000000"; mes "^0000FFUnique Damage Reflect7%^000000"; mes "^0000FFUnique P.Damage+5%/MATK+5%^000000"; mes "^0000FFUnique P.Damage+7%/MATK+7%^000000"; mes "^0000FFUnique Skill/Spell Delay-7%^000000"; mes "^0000FFUnique Skill/Spell Delay-9%^000000"; mes "^0000FFUnique DEF/MDEF Ignore+3%^000000"; mes "^0000FFUnique DEF/MDEF Ignore+6%^000000"; mes "^0000FFUnique ASPD+5%/Cast Time-5%^000000"; mes "^0000FFUnique ASPD+7%/Cast Time-7%^000000"; mes "^0000FFUnique Skill/Spell Sp Cost-5%^000000"; mes "^0000FFUnique Skill/Spell Sp Cost-7%^000000"; next; } } } else if (.@menu == 3) { callfunc("c_enchant_mvplist",0); mes "["+strnpcinfo(1)+"]"; mes "There, I gave you all the power stones I could, please come back with more ^009900MvP Misc Items^000000 later!"; close; } else if (.@menu == 1) { L_EnchantLoc: mes "["+strnpcinfo(1)+"]"; mes "Select an equipment first, then I'll ask you the ^FF0000Enchantment Type^000000, ^FF0000Class Type^000000 (If necessary), ^0000FFSlot Number^000000, and give you the final ^009900Zeny Cost^000000 for my services."; next; setarray .@position$[1], "Headgear","Armor","Shield","Invalid","Garment","Footgear"; set .@menu$,""; deletearray .@arr; set .@j, 1; for( set .@i,1; .@i <= 6; set .@i,.@i+1 ) { if ((.@i == 3) && (getiteminfo(getequipid(3),5) == 32) && (getequipisequiped(.@i))) { // Only catch shields set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@arr[.@j], .@i; set .@j, .@j + 1; set .@menu$, .@menu$ + ":"; } if(getequipisequiped(.@i) && (.@i != 4) && (.@i != 3)) { set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@arr[.@j], .@i; set .@j, .@j + 1; set .@menu$, .@menu$ + ":"; } } if (.@menu$ == "") { mes "["+strnpcinfo(1)+"]"; mes "Errr wait. Oh Sorry but you must have armors equipped to enchant them!"; close; } // Calibrating menu set .@part, select(.@menu$); if (.@arr[.@part] == 1) set .@part, EQI_HEAD_TOP; else if (.@arr[.@part] == 2) set .@part, EQI_ARMOR; else if (.@arr[.@part] == 3) set .@part, EQI_HAND_L; else if (.@arr[.@part] == 5) set .@part, EQI_GARMENT; else if (.@arr[.@part] == 6) set .@part, EQI_SHOES; if (.@gmlevel) goto L_SelectSlot; // Selecting Types set .@menu, select("Normal Enchantment:MvP Special Enchantment"); if (.@menu == 1) { set .@enchant_type, 0; } else { set .@menu, select ("Specific Normal Enchant:Random Unique Enchant"); if (.@menu == 1) set .@enchant_type,1; else set .@enchant_type,2; } // Class Types if (.@enchant_type == 0) set .@class_type, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte"); // Selecting Slots L_SelectSlot: set .@slot_num, 0; set .@slot_num, select("1st Slot:2nd Slot:3rd Slot"); if ((.@slot_num <= 0) || (.@slot_num > 3)) { mes "["+strnpcinfo(1)+"]"; mes "Sorry but you must select a valid slot number."; close; } // Gm Option Select if (.@gmlevel) set .@enchant_type, 1; // Special Specific Enchant Selection if (.@enchant_type == 1) { L_SelectEnc: mes "["+strnpcinfo(1)+"]"; mes "Please now select the specific enchantment. First you choose the class type, then you select the specific enchant."; next; set .@menu$, ""; set .@selected_bonus, 0; if (.@gmlevel) { set .@menu2, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte:^FF0000MvP Special Enchant^000000"); if (.@menu2 == 7) { set .@menu$, "^0000FFUnique MHp+4%/MSp+4%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique MHp+6%/MSp+6%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique STR+3/VIT+3/DEX+3^000000"; set .@menu$, .@menu$ + ":^0000FFUnique STR+3/AGI+3/LUK+3^000000"; set .@menu$, .@menu$ + ":^0000FFUnique DEX+3/VIT+3/LUK+3^000000"; set .@menu$, .@menu$ + ":^0000FFUnique INT+3/VIT+3/DEX+3^000000"; set .@menu$, .@menu$ + ":^0000FFUnique INT+3/STR+3/AGI+3^000000"; set .@menu$, .@menu$ + ":^0000FFUnique DEF+4/MDEF+4^000000"; set .@menu$, .@menu$ + ":^0000FFUnique DEF+6/MDEF+6^000000"; set .@menu$, .@menu$ + ":^0000FFUnique Damage Reflect5%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique Damage Reflect7%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique P.Damage+5%/MATK+5%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique P.Damage+7%/MATK+7%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Delay-7%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Delay-9%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique DEF/MDEF Ignore+3%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique DEF/MDEF Ignore+6%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique ASPD+5%/Cast Time-5%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique ASPD+7%/Cast Time-7%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Sp Cost-5%^000000"; set .@menu$, .@menu$ + ":^0000FFUnique Skill/Spell Sp Cost-7%^000000"; set .@selected_bonus, select(.@menu$) + 45126; next; } } else { set .@menu2, select("Swordman:Mage:Thief:Archer:Merchant:Acolyte"); } if (.@menu2 == 1) { set .@menu$, "^0000FFSwordman STR+1^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman STR+2^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman VIT+1^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman VIT+2^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman VIT+3^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman STR+1/VIT+1^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman STR+2/VIT+1^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman STR+1/VIT+2^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman MHp+1%^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman MHp+2%^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman ATK+5^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman ATK+10^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman ATK+15^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman PhysicalReduction+1%^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman Damage+1%^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman Damage+2%^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman DEF+1^000000"; set .@menu$, .@menu$ + ":^0000FFSwordman DEF+2^000000"; set .@selected_bonus, select(.@menu$) + 44999; next; } else if (.@menu2 == 2) { set .@menu$, "^0000FFMage INT+1^000000"; set .@menu$, .@menu$ + ":^0000FFMage INT+2^000000"; set .@menu$, .@menu$ + ":^0000FFMage INT+3^000000"; set .@menu$, .@menu$ + ":^0000FFMage DEX+1^000000"; set .@menu$, .@menu$ + ":^0000FFMage DEX+2^000000"; set .@menu$, .@menu$ + ":^0000FFMage INT+1/DEX+1^000000"; set .@menu$, .@menu$ + ":^0000FFMage INT+1/DEX+2^000000"; set .@menu$, .@menu$ + ":^0000FFMage INT+2/DEX+1^000000"; set .@menu$, .@menu$ + ":^0000FFMage MSp+1%^000000"; set .@menu$, .@menu$ + ":^0000FFMage MSp+2%^000000"; set .@menu$, .@menu$ + ":^0000FFMage MSp+3%^000000"; set .@menu$, .@menu$ + ":^0000FFMage Matk+1%^000000"; set .@menu$, .@menu$ + ":^0000FFMage Matk+2%^000000"; set .@menu$, .@menu$ + ":^0000FFMage Cast-2%^000000"; set .@menu$, .@menu$ + ":^0000FFMage Cast-4%^000000"; set .@menu$, .@menu$ + ":^0000FFMage MdefIgnore+1%^000000"; set .@menu$, .@menu$ + ":^0000FFMage MdefIgnore+2%^000000"; set .@menu$, .@menu$ + ":^0000FFMage MDEF+1^000000"; set .@menu$, .@menu$ + ":^0000FFMage MDEF+2^000000"; set .@menu$, .@menu$ + ":^0000FFMage MDEF+3^000000"; set .@selected_bonus, select(.@menu$) + 45017; next; } else if (.@menu2 == 3) { set .@menu$, "^0000FFThief AGI+1^000000"; set .@menu$, .@menu$ + ":^0000FFThief AGI+2^000000"; set .@menu$, .@menu$ + ":^0000FFThief AGI+3^000000"; set .@menu$, .@menu$ + ":^0000FFThief LUK+1^000000"; set .@menu$, .@menu$ + ":^0000FFThief LUK+2^000000"; set .@menu$, .@menu$ + ":^0000FFThief AGI+1/LUK+1^000000"; set .@menu$, .@menu$ + ":^0000FFThief AGI+1/LUK+2^000000"; set .@menu$, .@menu$ + ":^0000FFThief AGI+2/LUK+1^000000"; set .@menu$, .@menu$ + ":^0000FFThief CRIT+2^000000"; set .@menu$, .@menu$ + ":^0000FFThief CRIT+4^000000"; set .@menu$, .@menu$ + ":^0000FFThief CRIT+6^000000"; set .@menu$, .@menu$ + ":^0000FFThief FLEE+3^000000"; set .@menu$, .@menu$ + ":^0000FFThief FLEE+6^000000"; set .@menu$, .@menu$ + ":^0000FFThief FLEE+9^000000"; set .@menu$, .@menu$ + ":^0000FFThief Damage+2%/MHp-1%^000000"; set .@menu$, .@menu$ + ":^0000FFThief Damage+4%/MHp-2%^000000"; set .@menu$, .@menu$ + ":^0000FFThief P.Dodge+1^000000"; set .@menu$, .@menu$ + ":^0000FFThief P.Dodge+2^000000"; set .@menu$, .@menu$ + ":^0000FFThief ASPD+1%^000000"; set .@menu$, .@menu$ + ":^0000FFThief ASPD+2%^000000"; set .@menu$, .@menu$ + ":^0000FFThief ASPD+3%^000000"; set .@selected_bonus, select(.@menu$) + 45037; next; } else if (.@menu2 == 4) { set .@menu$, "^0000FFArcher DEX+1^000000"; set .@menu$, .@menu$ + ":^0000FFArcher DEX+2^000000"; set .@menu$, .@menu$ + ":^0000FFArcher DEX+3^000000"; set .@menu$, .@menu$ + ":^0000FFArcher AGI+1^000000"; set .@menu$, .@menu$ + ":^0000FFArcher AGI+2^000000"; set .@menu$, .@menu$ + ":^0000FFArcher AGI+3^000000"; set .@menu$, .@menu$ + ":^0000FFArcher AGI+1/DEX+1^000000"; set .@menu$, .@menu$ + ":^0000FFArcher AGI+1/DEX+2^000000"; set .@menu$, .@menu$ + ":^0000FFArcher AGI+2/DEX+1^000000"; set .@menu$, .@menu$ + ":^0000FFArcher CRIT+1^000000"; set .@menu$, .@menu$ + ":^0000FFArcher CRIT+2^000000"; set .@menu$, .@menu$ + ":^0000FFArcher CRIT+3^000000"; set .@menu$, .@menu$ + ":^0000FFArcher FLEE+3^000000"; set .@menu$, .@menu$ + ":^0000FFArcher FLEE+6^000000"; set .@menu$, .@menu$ + ":^0000FFArcher FLEE+9^000000"; set .@menu$, .@menu$ + ":^0000FFArcher BowDamage+2%^000000"; set .@menu$, .@menu$ + ":^0000FFArcher BowDamage+3%^000000"; set .@menu$, .@menu$ + ":^0000FFArcher Hit+2^000000"; set .@menu$, .@menu$ + ":^0000FFArcher Hit+4^000000"; set .@menu$, .@menu$ + ":^0000FFArcher Hit+6^000000"; set .@menu$, .@menu$ + ":^0000FFArcher ASPD+1%^000000"; set .@menu$, .@menu$ + ":^0000FFArcher ASPD+2%^000000"; set .@selected_bonus, select(.@menu$) + 45058; next; } else if (.@menu2 == 5) { set .@menu$, "^0000FFMerchant STR+1^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant STR+2^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant STR+3^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant VIT+1^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant AGI+1^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant AGI+2^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant STR+1/AGI+1/VIT+1^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant STR+2/AGI+1/VIT+1^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant STR+1/AGI+2/VIT+1^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant MHp+1%^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant ATK+3/STR+1^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant ATK+6/STR+1^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant ATK+9/STR+2^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant Greed1^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant Greed2^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant Greed3^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant FireResist+3%^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant FireResist+6%^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant EarthResist+2%^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant EarthResist+4%^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant ASPD+1%^000000"; set .@menu$, .@menu$ + ":^0000FFMerchant ASPD+2%^000000"; set .@selected_bonus, select(.@menu$) + 45080; next; } else if (.@menu2 == 6) { set .@menu$, "^0000FFAcolyte INT+1^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte INT+2^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte VIT+1^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte VIT+2^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte DEX+1^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte INT+1/DEX+1/VIT+1^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte INT+1/DEX+1/VIT+2^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte INT+2/DEX+1/VIT+1^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte MHp+1%^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte MSp+1%^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte MSp+2%^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte Matk+1%^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte Heal+2%^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte Heal+3%^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte Heal+4%^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte DEF+1/MDEF+1^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte DEF+1/MDEF+2^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte DEF+1/MDEF+3^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte SPRegen1/INT+1^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte SPRegen2/INT+1^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte SPRegen3/INT+1^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte PhysicalReduction+1%^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte RangedReduction+1%^000000"; set .@menu$, .@menu$ + ":^0000FFAcolyte RangedReduction+2%^000000"; set .@selected_bonus, select(.@menu$) + 45102; next; } set .@selected_enchant, .@menu; set .@menu, 0; } // Giving Zeny Cost, and Chance set .@equip_cardid, getequipcardid(.@part,(4 - .@slot_num)); set .@itemid, getequipid(.@part); if (countitem(.@itemid) > 1) { mes "["+strnpcinfo(1)+"]"; mes "Ah, looks like you have more than one of the same item in your inventory, I'm sorry but you must store them first before proceeding."; close; } mes "["+strnpcinfo(1)+"]"; if (.@equip_cardid <= 0) mes "So far so good, please confirm your enchantment."; else mes "Please confirm your enchantment. ^FF0000Overplaced old effects will be lost^000000"; // First Enchantment Type ------------------------------------------------------------------------------------------------ if (.@enchant_type == 0) { // Confirmation // The random bonus is given before the actual success... But it's hidden, obviously. if (.@class_type == 1) { set .@class_type$, "Swordman"; set .@rand_bonus, rand(45000,45017); } else if (.@class_type == 2) { set .@class_type$, "Mage"; set .@rand_bonus, rand(45018,45037); } else if (.@class_type == 3) { set .@class_type$, "Thief"; set .@rand_bonus, rand(45038,45058); } else if (.@class_type == 4) { set .@class_type$, "Archer"; set .@rand_bonus, rand(45059,45080); } else if (.@class_type == 5) { set .@class_type$, "Merchant"; set .@rand_bonus, rand(45081,45102); } else if (.@class_type == 6) { set .@class_type$, "Acolyte"; set .@rand_bonus, rand(45103,45126); } if (.@slot_num == 1) { set .@zeny_cost, 500000; set .@item_cost, 1; } else if (.@slot_num == 2) { set .@zeny_cost, 1000000; set .@item_cost, 2; } else if (.@slot_num == 3) { set .@zeny_cost, 2000000; set .@item_cost, 3; } set .@item_id, 45149; mes "^0000FFEquip^000000 = "+getitemname(.@itemid); mes "^0000FFChance^000000 = "+(90 - (10*.@slot_num))+"%"; mes "^0000FFSlot Number^000000 = "+( (.@slot_num == 1) ? "1st Slot" : (.@slotnum == 2 ? "2nd Slot" : "3rd Slot") ); mes "^0000FFZeny Cost^000000 = "+.@zeny_cost+"z"; mes "^0000FFSpecial Enchant Coupon^000000 = "+.@item_cost+"x"; mes "^0000FFClass Type^000000 = "+.@class_type$; if (.@equip_cardid > 0) mes "^FF0000Overplace^000000 = "+getitemname(.@equip_cardid); next; if (Select("Confirm:Cancel") == 2) close; // Check Zeny //if (Zeny < .@zeny_cost) { if(countitem(.@item_id) < .@item_cost) { mes "["+strnpcinfo(1)+"]"; mes "Sorry, but you are broke."; close; } // Refine Attempt progressbar "ffff00",3; // Double Check after progress bar if(countitem(.@item_id) < .@item_cost || Zeny < .@zeny_cost) { mes "["+strnpcinfo(1)+"]"; mes "Are you trying to fool me?! You don't have zeny and item anymore!"; close; } if (getequipid(.@part) != .@itemid) { mes "["+strnpcinfo(1)+"]"; mes "What do you think you are doing, your punk?! You switched your equipment! Get lost before I sue you."; close; } // Fail if (rand(0,100) > (90 - (10*.@slot_num))) { specialeffect2 306; mes "["+strnpcinfo(1)+"]"; mes "Wooops! I'm sorry, but it broke. There's nothing I can do about it anymore."; set Zeny, Zeny - .@zeny_cost; delitem .@item_id,.@item_cost; delitem .@itemid,1; close; } else { // Success mes "["+strnpcinfo(1)+"]"; mes "Ha! There you go, your brand new enchanted equipment!"; set .@refine, getequiprefinerycnt(.@part); for (set .@i, 0; .@i < 4; set .@i, .@i + 1) set .@cardid[.@i], getequipcardid(.@part,.@i); delitem .@itemid,1; set Zeny, Zeny - .@zeny_cost; delitem .@item_id,.@item_cost; specialeffect2 305; if (.@slot_num == 1) getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@rand_bonus; else if (.@slot_num == 2) getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@rand_bonus, .@cardid[3]; else if (.@slot_num == 3) getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@rand_bonus, .@cardid[2], .@cardid[3]; equip(.@itemid); close; } } // Second Enchantment Type ------------------------------------------------------------------------------------------------ if (.@enchant_type == 1) { // Confirmation set .@item_id, 45149; set .@item_cost, 1; if (.@gmlevel) set .@zeny_cost, 1; else set .@zeny_cost, 5000000; if (.@gmlevel) set .@chance, 100; else set .@chance, (80 - (10*.@slot_num)); mes "^0000FFEquip^000000 = "+getitemname(.@itemid); mes "^0000FFChance^000000 = "+.@chance+"%"; mes "^0000FFSlot Number^000000 = "+( (.@slot_num == 1) ? "1st Slot" : (.@slotnum == 2 ? "2nd Slot" : "3rd Slot") ); mes "^0000FFZeny Cost^000000 = "+.@zeny_cost+"z"; mes "^0000FFSpecial Enchant Coupon^000000 = "+.@item_cost+"x"; if (!.@gmlevel) mes "^0000FFUnique Power Stones^000000 = 1 Consumed"; mes "^0000FFSelected Enchantment^000000 = "+getitemname(.@selected_bonus); if (.@equip_cardid > 0) mes "^FF0000Overplace^000000 = "+getitemname(.@equip_cardid); next; if (Select("Confirm:Cancel") == 2) close; // Check Zeny if(countitem(.@item_id) < .@item_cost || Zeny < .@zeny_cost) { mes "["+strnpcinfo(1)+"]"; mes "Sorry, but you are broke."; close; } if ((countitem(45148) < 1) && (!.@gmlevel)) { mes "["+strnpcinfo(1)+"]"; mes "Hey! You can't Power Refine without Power Stones!"; close; } // Refine Attempt progressbar "ffff00",3; // Double Check after progress bar if(countitem(.@item_id) < .@item_cost || Zeny < .@zeny_cost) { mes "["+strnpcinfo(1)+"]"; mes "Are you trying to fool me?! You don't have zeny and item anymore!"; close; } if ( (countitem(45148) < 1) && (!.@gmlevel) ) { mes "["+strnpcinfo(1)+"]"; mes "Hey! You can't Power Refine without Power Stones!"; close; } if (getequipid(.@part) != .@itemid) { mes "["+strnpcinfo(1)+"]"; mes "What do you think you are doing, your punk?! You switched your equipment! Get lost before I sue you."; close; } // Fail if (rand(0,100) > .@chance) { specialeffect2 306; mes "["+strnpcinfo(1)+"]"; mes "Wooops! I'm sorry, but it broke. There's nothing I can do about it anymore."; set Zeny, Zeny - .@zeny_cost; delitem .@item_id,.@item_cost; if (!.@gmlevel) delitem 45148,1; delitem .@itemid,1; close; } else { // Success set .@rand_bonus, .@selected_bonus; mes "["+strnpcinfo(1)+"]"; mes "Ha! There you go, your brand new enchanted equipment!"; set .@refine, getequiprefinerycnt(.@part); for (set .@i, 0; .@i < 4; set .@i, .@i + 1) set .@cardid[.@i], getequipcardid(.@part,.@i); delitem .@itemid,1; if (!.@gmlevel) delitem 45148,1; set Zeny, Zeny - .@zeny_cost; delitem .@item_id,.@item_cost; specialeffect2 305; if (.@slot_num == 1) getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@rand_bonus; else if (.@slot_num == 2) getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@rand_bonus, .@cardid[3]; else if (.@slot_num == 3) getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@rand_bonus, .@cardid[2], .@cardid[3]; equip(.@itemid); close; } } // Third Enchantment Type ------------------------------------------------------------------------------------------------ if (.@enchant_type == 2) { // Confirmation set .@zeny_cost, 50000000; set .@item_id, 45149; set .@item_cost, 5; set .@chance, (60 - (10*.@slot_num)); mes "^0000FFEquip^000000 = "+getitemname(.@itemid); mes "^0000FFChance^000000 = "+.@chance+"%"; mes "^0000FFSlot Number^000000 = "+( (.@slot_num == 1) ? "1st Slot" : (.@slotnum == 2 ? "2nd Slot" : "3rd Slot") ); mes "^0000FFZeny Cost^000000 = "+.@zeny_cost+"z"; mes "^0000FFSpecial Enchant Coupon^000000 = "+.@item_cost+"x"; mes "^0000FFUnique Power Stones^000000 = 3 Consumed"; mes "^009900Unique MvP Random Enchantment^000000"; if (.@equip_cardid > 0) mes "^FF0000Overplace^000000 = "+getitemname(.@equip_cardid); next; if (Select("Confirm:Cancel") == 2) close; // Check Zeny if(countitem(.@item_id) < .@item_cost || Zeny < .@zeny_cost) { mes "["+strnpcinfo(1)+"]"; mes "Sorry, but you are broke."; close; } if (countitem(45148) < 3) { mes "["+strnpcinfo(1)+"]"; mes "Hey! You can't Power Refine without Power Stones!"; close; } // Refine Attempt progressbar "ffff00",8; // Double Check after progress bar if(countitem(.@item_id) < .@item_cost || Zeny < .@zeny_cost) { mes "["+strnpcinfo(1)+"]"; mes "Are you trying to fool me?! You don't have zenyand item anymore!"; close; } if (countitem(45148) < 3) { mes "["+strnpcinfo(1)+"]"; mes "Hey! You can't Power Refine without Power Stones!"; close; } if (getequipid(.@part) != .@itemid) { mes "["+strnpcinfo(1)+"]"; mes "What do you think you are doing, your punk?! You switched your equipment! Get lost before I sue you."; close; } // Fail if (rand(0,100) > .@chance) { specialeffect2 306; specialeffect2 183; mes "["+strnpcinfo(1)+"]"; mes "Oh my god! The power was so intense the equipment broke into pieces! I'm sorry, but there's nothing I can do."; set Zeny, Zeny - .@zeny_cost; delitem .@item_id,.@item_cost; delitem 45148,3; delitem .@itemid,1; close; } else { // Success mes "["+strnpcinfo(1)+"]"; mes "Wow! I can't even believe I did this myself, haha! I must be better than I thought. Oh- Yeah sorry, here's your equipment."; set .@refine, getequiprefinerycnt(.@part); for (set .@i, 0; .@i < 4; set .@i, .@i + 1) set .@cardid[.@i], getequipcardid(.@part,.@i); set .@rand_bonus, rand(45127,45147); delitem .@itemid,1; delitem 45148,3; set Zeny, Zeny - .@zeny_cost; delitem .@item_id,.@item_cost; specialeffect2 305; specialeffect2 113; if (.@slot_num == 1) getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@rand_bonus; else if (.@slot_num == 2) getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@rand_bonus, .@cardid[3]; else if (.@slot_num == 3) getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@rand_bonus, .@cardid[2], .@cardid[3]; equip(.@itemid); close; } } } } function script c_enchant_mvplist { // Table Parameters : // mvp_itemid : ID of the Misc Item // mvp_itemcount : Number of these Items required // to exchange for only one power stone. // = MvP Power Stone Conversion Table ===================================================================================================================================================================================================== // , Baphomet, Amon Ra, Beelzebub, Detale, Eddga, ESL, Garm, Gloom, Scaraba Q, Kiel, Ktullanux, LoD, Maya, Mistress, Nidhoggr, Orc Hero/Orc Lord, Osiris, Pharaoh, Tao Gunka, Thanatos, Valk, Tendrillion, Hardrock //setarray .@mvp_itemid[0] , 750 , 7211 ,7754 ,7451 ,1029 ,7169,7036 ,7566 ,6326 ,7513 ,7562 ,7108,7020 ,7018 ,6091 ,968 ,751 ,7114 ,7300 ,7450 ,7024 ,6033 ,6022 ; //setarray .@mvp_itemcount[0], 5 , 5 , 2 ,3 , 7 , 6, 7 , 3 , 4 , 4 , 3 , 4 , 2 ,2 ,2 ,7 ,7 ,7 ,7 ,3 ,2 ,6 ,4; setarray .@mvp_itemid[0] , 45150; setarray .@mvp_itemcount[0], 5; // ======================================================================================================================================================================================================================================== if (getarg(0) == 1) for (set .@i, 0; .@i < getarraysize(.@mvp_itemid); set .@i, .@i + 1) mes .@mvp_itemcount[.@i]+" ^0000FF"+getitemname(.@mvp_itemid[.@i])+"^000000 = 1 ^009900U.P.S^000000"; else if (getarg(0) == 0) { for (set .@i, 0; .@i < getarraysize(.@mvp_itemid); set .@i, .@i + 1) { set .@j, 0; if (countitem(.@mvp_itemid[.@i]) >= .@mvp_itemcount[.@i]) { getitem 45148,1; delitem .@mvp_itemid[.@i], .@mvp_itemcount[.@i]; set .@i, .@i - 1; set .@j, .@j + 1; if (.@j % 15) sleep2 300; // Infinity loop prevention } } } return; } morocc_in,69,31,5 duplicate(Special Enchanter#r1) Special Enchanter#r2 64 payon,148,169,5 duplicate(Special Enchanter#r1) Special Enchanter#r3 64 alberta_in,16,63,5 duplicate(Special Enchanter#r1) Special Enchanter#r4 64 yuno_in01,168,29,5 duplicate(Special Enchanter#r1) Special Enchanter#r5 64 ein_in01,19,86,5 duplicate(Special Enchanter#r1) Special Enchanter#r6 64 lhz_in02,280,16,5 duplicate(Special Enchanter#r1) Special Enchanter#r7 64
-
May Digest 2016
The following digest covers the month of May, 2016.Staff Changes
- @Secrets is now a Script DB/Developer
Development Highlights
-
CORE:
- Fixed a cashshop crash after reloaditemdb (2170cfc)
- Map Server and Path searching optimization (99cb385, 1967fab, f7bc696, b414fae, 6104db8, d2ded88, a98d6b1, 332f66d, b7643e3, a89e97e, 961399f, 790bc58)
- Added missing Summoner constants (d83559c)
- Fixed a map crash from the mob mode update (55165ac)
- Fixed readparam behaviour for variables (2b61f45)
- Fixed the Monster Transform status icon (0c09928)
- Increased MAX_RACE2_MOBS for future use (c6ba347)
- Corrected some packet structure issues (440c6ef)
- Refactored part of guild emblem validation (cdb626c)
- Implemented new item bonuses: bWeaponAtkRate and bWeaponMatkRate (952b072)
- Expanded the instance system to support new modes: No player attached, single player, and guild (c97be60, 8f7d220, cb703c5, 2cfb844, c591586, 6babca3, 1408eef, 161a4c0, f91bf02)
- Fixed random disconnection issue on client 2015+ (0a79b4b)
- Add support for unsetting bit flag in item_noequip (5287f82)
- Fixed atcommand skilltree (0889367)
- Added missing jobs to atcommand accinfo (93aa624)
-
DATABASE:
- Skill Update: Tension Relax, Tiger Cannon, Lunatic Carrot Beat, Catnip Meteor, Grand Cross, Marionette Control, Mechanic Back/Front Slide, Izayoi, Grafitti, Exceed Break, Spell Fist, Giant Growth, Defending Aura, Neutral Barrier, Dispell, Clearance, Banishing Buster, Aqua Benedicta, Water Ball, NPC Earthquake, Shadow Leap, Bio Explosion, Suicide Bombing, Summon Legion, Swirling Petal, Enchant Blade (abaed18, cb52138, 89f86b2, 8a37f1b, 9cd7e59, 4c617bc, 717eb22, b3c1866, 24ef79b, db0f231, 4a671ea, 19f2bc5, 4f34689, cc30d9d, 9b4c7dd, 6f0ed15, 1640b40, b4fe1fe)
- Updated Item DB (c6187fa, b14b3e2, 6a43804, 62d9a9b, b76dea7, 3132b60, 9c994e0, b8b2593, c4ded91, 1e584cb, 8e0dff7, 1672e0f, ed8c967, d1819e7, 37b3644, 6e9c67c, aec8b51, 5ac2292)
- Fixed a bug with Champion Monster modes (79ba46c)
- Implemented new kRO cards (bcdf196, 440a265)
- Adds var 'killedrid' to script monster OnKillEvents (5b35e1a)
- Fixed a bug with item bonus bAddEff that can affect the user when hit by own skill (935235c)
- SCRIPT:
- OTHERS:
Statistics
- 13 authors have pushed 104 commits during this period.
- On master, 76 files have changed.
- There have been 2,141 additions and 1,311 deletions.
- There are 20 merged Pull Requests and 4 Proposed Pull Requests.
- There are 24 new Issues and 84 Closed Issues.
List of Contributors
- @aleos89, @anacondaqq, @Asheraf, @Atemo, @Badarosk0, @breaker7, @CairoLee, @cydh, @Daegaladh, @Darkelfen, @darknessfmy, @Everade, @hazimjauhari90, @iubantot, @jeybla, @jezznar, @jgfeliz, @joelolopez, @julia40124009, @keitenai, @Lemongrass3110, @majimboo, @MishimaHaruna, @MrAntares, @nanakiwurtz, @nehpetskie, @Paoly28, @Playtester, @RadianFord, @RagnarokNova, @reunite-ro, @secretdataz, @spinzaku, @stealth62, @Stolao, @theoriginalspre, @Tokeiburu, @Vomaito, @whupdo, @wilkemeyer, @X-eno, @Yuchinin, @zackdreaver
Show your support to rAthena by submitting your Issue or Pull Requests!
By providing enough useful info (Git Hash, Client Date, RE/Pre-RE, crashdump, how to reproduce, etc) you will help us to solve the issues faster- 12
-
April Digest 2016
The following digest covers the month of April, 2016.
Staff Changes- None
-
CORE:
- Added support for arrays to atcommand set (b53e00b)
- Fixed unwanted auto attacks (c14758f)
- Fixed monster unlocking target during cast (fea9067)
- Fixed character deletion for 2015-10-01 onwards (7a0b628)
- Fixed an issue with mob randomwalk (397728c)
- Resolved a flag overlap for status_change_clear_buffs (2305a66)
- Corrected the return value for script command query_sql (5766fc6)
- Added support for 2015-11-04aRagEXE (5e58149)
- Fixed autospell error log (8747104)
- Fixed a possible item ID overflow for script command makeitem (ee3cf98)
- Added return values for unit script commands (4f16d82)
- Refactored the EQI constants (2bf64c9)
- Added a new script command unitexists (67e26c8)
- Updated Body Style command (bd3952c)
- Fixed character deletion on 2015-11-04 and higher (a41ba12)
- Fixed the unknown packets on clients from october 2015 onwards (f0aa0e5)
- Overhaul of the mob mode system (55e4df1)
- Added DIR_* to script constants (10bac96)
- Map Server clean up, removed skilldb_id2idx (2a60f56)
- Removed a redundant death check in recallall (0a92487)
- Small refactor of pc_setpos (6ab9fd0)
- Updated the logic in atcommand item2 (16f2d54)
- Fixed NPC_SUMMONMONSTER switching monster mode to the slave mode (703b1ec)
-
DATABASE:
- Skill Update: Offertorium, Sura Combos, Tumbling, Arrullo, Deep Sleep Lullaby, Plagiarism, Reproduce, Provoke, King's Grace, Makibishi, Eska, Catnip Meteor, Power of Life, Heaven Drive, Gentle Touch - Cure, Tunna Belly, Power of Sea, Tiger Cannon, Sky Net Blow, Chorus, Enchant Blade (c75ffa1, 3cad4cd, 19e4f59, 35bcde6, 75fce5d, 1ee4f44, 29f6618, 2369f39, 98dc060, e350009, c38bc88, 17685a3, 63e7729, 5d446e5, e30df46, ba1c45c, 44cf0d0)
- Updated Item DB (d53a294, cee4081, 3ba54ff, a85a907, 5731eca, c796a77, b02115e)
- Summoner skill status changes (7e97b0d)
- Summoner, Novice and Level 151+ HP/SP Table updated (33efbd0)
- SCRIPT:
- OTHERS:
- 10 authors have pushed 93 commits during this period.
- On master, 88 files have changed.
- There have been 4,988 additions and 4,624 deletions.
- There are 14 merged Pull Requests and 7 Proposed Pull Requests.
- There are 37 new Issues and 61 Closed Issues.
- @admkakaroto, @aleos89, @anacondaqq, @Atemo, @Badarosk0, @cydh, @Darkelfen, @Daniel4rt, @Everade, @exneval, @hendra814, @icxbb-xx, @jeybla, @jezznar, @joelolopez, @julia40124009, @Lemongrass3110, @MysticFurur0RE, @nanakiwurtz, @Paoly28, @Playtester, @RagnarokNova, @reigneil, @renniw, @reunite-ro, @secretdataz, @spinzaku, @stealth62, @wilkemeyer, @Yuchinin, @zackdreaver
Show your support to rAthena by submitting your Issue or Pull Requests!
- 5
-
March Digest 2016
The following digest covers the month of March, 2016.Staff Changes
- None
Development Highlights
-
CORE:
- Release of Doram race! (daa9e01)
- Fixed a bug in HP recovery when using Berserk, MERC_HPUP or MERC_SPUP (1bf8537)
- Fixed a bug in Cashshop, Itemshop and PointShop (2fd0517, a16fb7c, 3a5f3a3, 4eb3a9e)
- Fixed a party chat bug on client 2015-10 and newer (98fedbd)
- Fixed a bug where experience might go above the defined max level and multi level up exploit and overflow (b1b3aae, ae8ba78, 551bf2e, b70b259)
- Fixed a bug in monster angry mode and provoke status (ecb01c4)
- Updated the Line of Sight system (7906f0a)
- Implemented serverside Navigation System and a new script command "navigateto" (4f13007, 179f734)
- Fixed a potential crash with script command "setunitdata" (0d5e491)
- Fixed official exp giving script (9ebf59c)
- Expanded script command "addrid" (b98ba7a)
- Refactored Party Booking defines (ed7157c)
- Implemented new adoption methods, via atcommand and script command (0f5b6db)
- Fixed Rental Item removal on expire (074bdde)
- Fixed MVP Exp message issue on client 2013-12-23c and newer (85749e8)
- Fixed critical Duel exploit (c6ed8a4)
- Fixed an error popup at char selection screen on client 2015-10-01 and newer (aea025e, 33f397c)
- Implemented the Trap Invisibility setting (f31475d)
- Fixed monster random walk (718e478)
- Implemented official Long Range Critical bonus (9e82454)
- Fixed defense overflow exploit (590f42c)
- Fixed a parsing issue with #command (31ef12b)
- Implemented new script command: 'min' + 'max' (cdd3fdf)
-
DATABASE:
- Skill Update: Chain Lightning, Jack Frost, Status Traps, Stone Fling, Leap, Cannon Spear, Madogear, Demon of the Sun Moon and Stars, Ground Drift, Excruciating Palm, Shield Press, Earth Shaker, Sightless Mind, Tiger Cannon, Snap, Ganbantein, Gravitational Field, Flying Kick, Arrow Shower, Arms Cannon, Epiclesis, Decrease Agi, Adoramus, Icewall, Talkie Box, Feint Bomb, Fire Expansion, Knuckle Arrow, Madogear Repair, FAW Removal, Volcanic Ash, Tarot Card, Gospel, Checmical Protection, Meteor Storm, Catnip Meteor, Banding, Warmer (1616e06, 61a48b9, 0677347, fef0d3d, e7150ee, 80e0264, 0fb78d4, b5de854, aa6a111, a021829, 1ca9fb5, 989a252, 7f7af2e, 0bd337d, 242b3c1, 960007a, 88d2dde, 894d6f2, 1365d94, ba640cf, fe97051, 1812fdd)
- Added missing mapflag (033cdba)
- Added missing mob placeholders (543d2c3, 081b03c)
- Updated item db and combo script (96bf081, 59c92b7, 9ebf59c, 0ea8c90, ad49794, 107a724, 0f41f98)
- Fixed Status changes that can cause damage (a6f73a6)
- Fixed Fear status effect (fbb8edb)
- Implemented official Exp for Summoner (787f41c, 1c055f9)
- Implemented official effect of Vellum Vanish (6dc437f, e071256)
- Added placeholders for Summoner class in Pre-RE database (c6720b2)
- Fixed skill combo activation and targeting (7ccca9d)
- SCRIPT:
Statistics
- 11 authors have pushed 107 commits during this period.
- On master, 135 files have changed.
- There have been 3,832 additions and 1,946 deletions.
- There are 13 merged Pull Requests and 6 Proposed Pull Requests.
- There are 30 new Issues and 85 Closed Issues.
List of Contributors
- @admkakaroto, @aleos89, @anacondaqq, @Artuvazro, @Atemo, @AtlantisRO, @cydh, @Darkelfen, @Everade, @firecroll, @icxbb-xx, @jezznar, @joelolopez, @julia40124009, @Lemongrass3110, @mgksrt8, @nanakiwurtz, @panko11, @Paoly28, @Playtester, @playpsro, @Racaae, @RadianFord, @RagnarokNova, @Ragno1, @raynra, @reunite-ro, @secretdataz, @Sweet520, @stealth62, @Tearbytes, @vakhet, @Vomaito
Show your support to rAthena by submitting your Issue or Pull Requests!
- 4
-
February Digest 2016
The following digest covers the month of February, 2016.
Staff Changes- None
-
CORE:
- Implemented SC Blocking database (d457d2f)
- Official line of damage path algorithm (6ad062f)
- Unit Controller updates (0a77835)
- Fixed NPC files not being loaded if the one before failed to load on Windows OS (a6811c7)
- Use sv_readdb to read CashShop database (c1014ea)
- Fixed status effect behavior: Freeze, Stun, Sleep, Stone, Blind, Silence (744aed5, ec59446, b3b3e9c)
- Fixed boss monster skills being completely random (e3667f4)
- Implemented Official EXP on Max Level (70a67d6)
- aMotion delay is now set at cast begin (a63b031)
- Refactored Monster Mode (d512f15)
- Updated wall checks for some 3rd class skills (03fab34)
- Updated Body Style commands (11699df)
- Fixed skill range exploit (6f74f67)
- Fixed random Start Point issues (811723f)
-
DATABASE:
- Pre-renewal monster database fixes (0311832)
- Skill Update: Stasis, Scream, Frost Joke, Hammer Fall, Lex Divina, Canto Candidus, Dispell, Falcon Assault, Land Mine, Mercenary skills, Cart Cannon, Wedding skills, Illusion Death, Weaponry Research, Flash Combo, Marsh of Abyss, Striking, Prestige, Blaze Shield, Sanctuary, Cluster Bomb, Ice Bound Trap, Firing Trap, Exploding Dragon, Lightning Jolt, Snowflake Draft, Wind Blade, Watery Evasion, Moon Slasher, Cursed Circle, Redemptio, Inspiration, Impressive Riff, Kyomu, Magic Reflection (31c5914, f5ea1dc, 744aed5, bddb3fb, 8677277, 30141bd, a7de6f8, c9fde76, 719c43f, 7c5bda2, cff0c35, 9f0ae12, d53ed80, 2c3cb60, 10b5756, 8d20393, 2ad4972, 5c3d4e3, 9944c1d, 7cfdd9d, 1b9a0b5)
- Fixed resistance cards reducing the damage to 0 (2b05c3c)
- Updated Item Delay database (620e953)
- Updated monster skills at level 10 (7a62ab4, bd5911a, cac5b3c)
- Updated Elemental Resist Potion effect (c144feb)
- Fixed Taekwon Ranker HP/SP Bonus(7273b4d)
- Corrected Temporal_INT_Boots and Temporal_INT_Boots_ item script (59994e9)
- Added NPC IDs 10175-10203 (fa561fb)
- SCRIPT:
- 11 authors have pushed 124 commits during this period.
- On master, 106 files have changed.
- There have been 3,857 additions and 3,605 deletions.
- There are 4 merged Pull Requests and 3 Proposed Pull Requests.
- There are 16 new Issues and 47 Closed Issues.
- @aleos89, @Atemo, @Barigas, @CairoLee, @cydh, @Jedzkie, @julia40124009, @Lemongrass3110, @LiamKarlMitchell, @Playtester, @RagnarokNova, @renniw, @secretdataz, @TokeiBuru
Show your support to rAthena by submitting your Issue or Pull Requests!
- 1
-
January Digest 2016
The following digest covers the month of January, 2016.Staff Changes
- @Stolao is now a Script/DB Developer
Development Highlights
-
CORE:
- Constants migration to source exports: Status Icon, Element, Race, Class, Size, BF, ATF, Emoticon, Send target, Mercenary guild, Item type, Add skill type, Bonus script flag, Binding, Quest check and Parameter, Weapon and Ammunition type, Getpetinfo, Getmonsterinfo, Font Weight, Look, Boolean (2b00879, 7565dcc, f558f85, 2eb8b93, 43d9445, 3929f7a, 00057d7, 5b78941, a2a13ee, b1e97ce, d37e895, 087a0f4, 6532f74, d30b250, 90dcd84, a68ab0c, 28e3371, 958b6cd, 33729eb, 6534704)
- Fixed source file novice_skill not found (80f5d1b)
- Fixed compilation error and warnings (8d152e9, d909601, 9643230, 0d0c144, 5c30116, 79d6eb2)
- Fixed Map server crash (f2bad5e, ec14901)
- Constant removed: Job_Alchem and Job_Baby_Alchem (5ea3f30)
- Constant replaced: EQI_COSTUME_TOP/MID/LOW into EQI_COSTUME_HEAD_TOP/MID/LOW (d32c857)
- Randomized Start Point implemented (a54bb65)
- Updated packet size for newer clients (a636732)
- Added support for Body style for newer clients (d70b173)
- Fixed Callshop bug and Buying (01ba54c)
- Added support for Mechanic Outfit (8413ae9)
- Fixed monster/MVP target selection (4fdcb2e)
- Addes support for client 2015-10-01 / 2015-10-29 (e3c274a)
- Monster random walk code optimized (78419ba)
-
DATABASE:
- Item DB update (a3877ab, 1abb02c, 7757882, 8655913, 3f26c3d, 1d2dc2a)
- Fixed error in /db/pre-re/skill_require_db.txt (7cfd0df)
- Updated skills: Throw Kunai, Spread Shot, Ground Drift, Soul Exhale, Chain Lightning animation, Comet, Adoramus, Hover, Water Screen, Makibishi, Soul Destroyer, Water Ball, Jupitel Thunder, Mystical Amplification, Benedictio, Volcanic Ash, Vulture's Eye, Snake's Eye, Tarot Card, Warg skills, Blacksmith skills, NPC_EVILLAND, Sanctuary, Pneuma, Arrow Shower, Charge Attack, Waterball, Sightblaster, Land Mine, Blast Mine, Claymore Mine, Knuckle Arrow, Spear Stab, Illusion Bewitch, Chorus skills, Flash Combo, Kaahi, Miracle (8ab031f, c699304, 9b48263, 45aab55, 9db667c, e4a3811, b85885c, 88d2cd7, bbe9601, 6ebcb67, 5d7d994, 4c2d515, 20e4029, cccd149, 4068266, 8e6a65f, e12fb64, 9721dc9, 4fd4c1d, 41e6b4a, 5971745, 45936c7, d170b55, 5afc620, 497cca1, fc68007, 92bf61c, 78e8147)
- Mob DB update (f987f1b, 3011639, 3f78f16)
- OTHERS:
Statistics
- 11 authors have pushed 124 commits during this period.
- On master, 92 files have changed.
- There have been 7,001 additions and 4,377 deletions.
- There are 9 merged Pull Requests and 0 Proposed Pull Requests.
- There are 19 new Issues and 81 Closed Issues.
List of Contributors
- @admkakaroto, @aleos89, @anacondaqq, @Atemo, @Badarosk0, @CairoLee, @csnv, @cydh, @Dark8008, @ernestfegarido, @exneval, @icxbb-xx, @julia40124009, @ksallberg, @lelouch22, @Lemongrass3110, @lighta, @mrdiablo, @mrjnumber1, @nanakiwurtz, @panko11, @Paoly28, @Playtester, @RagnarokNova, @reunite-ro, @Rytech, @secretdataz, @stmarier, @Sweet520, @zackdreaver
Show your support to rAthena by submitting your Issue or Pull Requests!
[spoiler=You can help us too! (Yes, YOU! )]Currently rAthena uses GitHub Issues to handle bugs, server crash, pull requests, etc..
Most of the reports are fine, but some posts on our GitHub Issues are lacking of information needed to identify the possible cause, therefore it will make the dev to ask the same questions over and over again.
So, I'm here to show you a small tutorial on how to improve rAthena's GitHub Issues ^^
First of all, it will helps the devs a lot if the issue reporter put decent information on the top of the report.
You can copy paste the text below, and put it on top of your report:
[spoiler=GitHub Header Format]Git Hash/Date: Client Date: Server Mode: Pre-RE/Renewal Source/Script Mods: Descriptions: How To Replicate:
Now I will explain what does the above lines means.
- Git Hash/Date = It means the referrence for each commits in GitHub, it can be used to identify which code has been changed/added. If you can't provide the Git Hash, at least you can use the date where you pulled/clone the repository. If you are still using SVN (which is not recommended anymore), you can provide the Revision Number instead.
[spoiler=Here I will show you how to get your current Git Hash]
1. Open up your Command Line Prompt' if you are on Windows, or 'Terminal' if you are on Linux. Navigate to your repository folder. For example if your rAthena folder is on F:\Folder\rAthena and currently you are on C:\, then you can type F:(enter)cd folder\rathena(enter). If your folder name contains space, enclose your folder name inside the "".
After you navigate to your repository folder, type: git show
(Actually you can use another commands like: git rev-parse HEAD or git rev-parse --short HEAD)
2. You will see your current Git Hash number which can be pasted using the short version (only it's first 7 characters).
For example: 5a0f8dc12ae1d0b2c3bf0a9fecc085719a28622b can be safely written as 5a0f8dc.
3. On the screenshot, I used a Git application (SmartGit), and it shows the same Git Hash number like the one on Command Line Prompt. There are lots of Git applications available, you can use whichever you want.
4. "master <3 origin" here is not "master loves origin" D:
It means that currently my local repo is '3 commits behind' from the master repo. In other words, someone has pushed some new commits (in this case, 3 commits) and I haven't pulled/fetch them. If I made some modification on my local repo but haven't pushed my commit to the master repo, it means that my local repo is 'ahead' of master repo.
5. Those dots are the commits details which is already pushed to the master repo.
6. HEAD means our 'current local repo'.
After reading the above explanations, I hope that no one will use the word 'latest git/hash/version/revision' anymore, because it's incorrect and confusing
- Client Date = Put with the client date you are using.
- Server Mode: Pre-RE/Renewal = Choose one, by deleting the unneeded one.
- Source/Script Mods = If you ever edited or applied some diffs from other sources, or you have edited the corresponding script, please describe it here. Because sometimes the report is invalid because of this reason.
- Descriptions = Describe your report here, if it's a server crash or compilation warning (or the others), please include the screenshot or the debug data too.
- How To Replicate = If you can, please describe on how to replicate the bugs you found, so it can be identified easier.
We are thankful if all issue reporters could follow the above format.- 4
-
So do you want to use the packet obfuscation or not?
If you don't want to use it, disable src side then don't forget to recompile
-
Hmm... Looks good but I can't give any feedback because I don't use pre-re and I use 2013 client on test environment
-
You are lucky, @NeoMind is looking into this topic right now
-
I guess you're using rAmod
-
December Digest 2015
The following digest covers the month of December, 2015.
Staff Changes- None
-
CORE:
- Added big HP bar support for Boss and Mini-Boss (1f11603), (468bd6)
- Added missing packets version check (92d617b)
- Fixed the close button not displaying after canceling a shop transaction (42b7ba9)
- Fixed Buy and Sell from NPC Shop, Callshop and npcshopattach (0212d44), (8b3b32e), (0c9bd30)
- Fixed quest objectives being shown by client incorrectly on monster kill (5fc3cbf)
- Updated the maximum size for packets (f4b42b2), (ba184ab)
- Removed maximum packet size from configuration (c28c9f6)
- Increased HP/SP skill requirement variable up to uint32 (bdff641), (2f8699b)
- Fixed required equipment check needing all equipment given to be equipped rather than just one (27e90f8)
- Implemented the one-click item identify packet (5fe8145)
- Fixed Auction system (c75cc2a)
- Fixed issues Character Deletion Time for the client 2014 or newer (0042fe5), (118fa28)
- Implemented Vending and Buying Store report packet (01adc9c)
- Added new Pushcart Decoration packet (71c6896)
- Implemented the new Feeding Log feature (879ddcc)
- Fixed a bug with @disguise and @hide command (2f471a1)
- Fixed memory corrupt issue (4871dab)
- Added warning when a script is not exist (98c30e6)
-
DATABASE:
- Item Package update (9dafcee)
- Removed Renewal items from Pre-RE skill requirements for 3rd classes (523cb14)
- Elemental Control will no longer be removed on map change/Teleport (feb885c)
- Spore Explosion will now properly give damage to targets (8f4660b)
- Updated various detection skills pulling out hidden targets (c7ede8d)
- Adjusted the check for hidden targets for Earth Shaker (4b7301a)
- Fixed Tiger Cannon not reducing HP when max HP is out of variable bounds (f7f1ec0)
- Fixed Hesperus Lit and Ray of Genesis Banding check (2e2e1ab)
- Earth Strain no longer strips enemies that don't receive damage (be3d5fe)
- Updated Genetic Sling Item effects (89a33a7)
- Fixed bugs in skill Shadow Form and Body Paint (29306b1)
- Updated effects for skill Emergency Escape, Chaos, Panic, Cart Cannon, Dragon Breath, Death Bound, Blood Sucker, Magnetic Field, Fire Pillar, Volcanic Ash, Flying Side Kick, Howling of Mandragora, Drum of Battlefield, Hell's Plant (4358504), (66298f3), (aec1b11), (174244b), (3f8b381), (c17b275), (3f8055d), (c0e6fae), (71ffda3), (49f1c43), (9632d2a), (dccf7a3), (f47d4dc)
- Updated Item DB scripts and locations (b2b37fc), (ee0d256) ,(b53eacd), (d14f75e), (2807be3), (22a9a74)
- Updated Cash Item DB from idRO (70eb71d)
- Fixed Item Delay database (9aa8325), (d8830d2)
- Added WOE:TE items into item_trade.txt (0506fc9)
- Added missing items into item_buyingstore.txt (19ceb84)
- SCRIPT:
- OTHERS:
- 9 authors have pushed 84 commits during this period.
- On master, 129 files have changed.
- There have been 17,489 additions and 1,757 deletions.
- There are 6 merged Pull Requests and 2 Proposed Pull Requests.
- There are 24 new Issues and 51 Closed Issues.
- @admkakaroto, @Akkarinage, @aleos89, @Atemo, @anacondaqq, @Baalberith6, @Badarosk0, @CairoLee, @cold-hr, @cydh, @Dark8008, @dastgir, @DeveloperNube, @ernestfegarido, @Everade, @exneval, @hnomkeng, @Historica, @icxbb-xx, @joelolopez, @julia40124009, @lelouch22, @Lemongrass3110, @lighta, @lordganja, @MrAntares, @nanakiwurtz, @Paoly28, @RagnarokNova, @renniw, @RomeroMalaquias, @Rytech2, @secretdataz, @theultramage, @tmav94, @zackdreaver
Show your support to rAthena by submitting your Issue or Pull Requests!
[spoiler=You can help us too! (Yes, YOU! )]Currently rAthena uses GitHub Issues to handle bugs, server crash, pull requests, etc..
Most of the reports are fine, but some posts on our GitHub Issues are lacking of information needed to identify the possible cause, therefore it will make the dev to ask the same questions over and over again.
So, I'm here to show you a small tutorial on how to improve rAthena's GitHub Issues ^^
First of all, it will helps the devs a lot if the issue reporter put decent information on the top of the report.
You can copy paste the text below, and put it on top of your report:
[spoiler=GitHub Header Format]Git Hash/Date: Client Date: Server Mode: Pre-RE/Renewal Source/Script Mods: Descriptions: How To Replicate:
Now I will explain what does the above lines means.
- Git Hash/Date = It means the referrence for each commits in GitHub, it can be used to identify which code has been changed/added. If you can't provide the Git Hash, at least you can use the date where you pulled/clone the repository. If you are still using SVN (which is not recommended anymore), you can provide the Revision Number instead.
[spoiler=Here I will show you how to get your current Git Hash]
1. Open up your Command Line Prompt' if you are on Windows, or 'Terminal' if you are on Linux. Navigate to your repository folder. For example if your rAthena folder is on F:\Folder\rAthena and currently you are on C:\, then you can type F:(enter)cd folder\rathena(enter). If your folder name contains space, enclose your folder name inside the "".
After you navigate to your repository folder, type: git show
(Actually you can use another commands like: git rev-parse HEAD or git rev-parse --short HEAD)
2. You will see your current Git Hash number which can be pasted using the short version (only it's first 7 characters).
For example: 5a0f8dc12ae1d0b2c3bf0a9fecc085719a28622b can be safely written as 5a0f8dc.
3. On the screenshot, I used a Git application (SmartGit), and it shows the same Git Hash number like the one on Command Line Prompt. There are lots of Git applications available, you can use whichever you want.
4. "master <3 origin" here is not "master loves origin" D:
It means that currently my local repo is '3 commits behind' from the master repo. In other words, someone has pushed some new commits (in this case, 3 commits) and I haven't pulled/fetch them. If I made some modification on my local repo but haven't pushed my commit to the master repo, it means that my local repo is 'ahead' of master repo.
5. Those dots are the commits details which is already pushed to the master repo.
6. HEAD means our 'current local repo'.
After reading the above explanations, I hope that no one will use the word 'latest git/hash/version/revision' anymore, because it's incorrect and confusing
- Client Date = Put with the client date you are using.
- Server Mode: Pre-RE/Renewal = Choose one, by deleting the unneeded one.
- Source/Script Mods = If you ever edited or applied some diffs from other sources, or you have edited the corresponding script, please describe it here. Because sometimes the report is invalid because of this reason.
- Descriptions = Describe your report here, if it's a server crash or compilation warning (or the others), please include the screenshot or the debug data too.
- How To Replicate = If you can, please describe on how to replicate the bugs you found, so it can be identified easier.
We are thankful if all issue reporters could follow the above format.
The rAthena community would like to say
"Happy New Year 2016!!"- 3
-
Are you using the old or new Izlude?
-
What about the host, have you tried to allow all ip/host using * for now?
And have you flushed privileges?
- 1
-
-
Tee hee..
-
Aww.. Thank you very much for your kind words
You made me shy
-
1. Replace the pcblock command by using pcblockmove
2. In Miner World.txt
// This process creates new mines where were exhausted OnTimer360000: // Each 5 minutes the system check for destroyed mines and re-creates it in new coordinates set .@tmr,0; set .@Page,0; set .@PageSize,10; freeloop(1); while (set(.@tot, query_sql("select map, mines, mtypes from mn_maps limit " + .@Page + "," + .@PageSize,.@map$,.@maxm,.@mtypes))) { for (set .@x,0; .@x < .@tot; set .@x, .@x + 1) { query_sql "select count(*) from mn_mine where map='" + .@map$[.@x] + "'",.@remain; while (.@remain[0] < .@maxm[.@x]) { query_sql "select mclass from mn_class" + (.@mtypes[.@x]==0?"":" where mclass & " + .@mtypes[.@x]) + " order by rand() limit 1",.@nClass; set .@mx,-1; while (.@mx<0) { if (!checkcell (.@map$[.@x],set(.@mx,rand(1,500)),set(.@my,rand(1,500)),cell_chkpass)) set .@mx,-1; } // Probabilities of 30% to create a new mine at this pass... or will be created in a future process if (rand(10) < 3) { query_sql "insert into mn_mine (created, map, mclass, x, y, size) values (now(), '" + .@map$[.@x] + "'," + .@nClass[0] + "," + .@mx + "," + .@my + "," + rand(3,6) + ")"; debugmes "> Mine System: Creating a new mine in " + .@map$[.@x] + "..."; } set .@remain[0], .@remain[0] + 1; } } set .@Page, .@Page + .@PageSize; } freeloop(0); initnpctimer; }
-
I only have the older version (v1.4), instead of the newer version (v1.5)
There are some other files, like the client files, but mostly it's just a custom item, the Driller Boots. Sadly I don't know where I safe the client files, but I think it's okay if you just replace the Driller Boots using other item.
Attached files information:
- Miner World.txt (v1.4)
- VarSystem.txt (v1.3)
- LangManagement.txt (v6.15)
If you find this post useful, I won't reject any +1
- 2
-
For the skill.c, just wait for the fix from dev.
For the missing item, to fix this temporarily, you can add the item #1549 to your import folder. Or just wait for the dev to resolve this issue.
July Digest 2016
in Development News
Posted
July Digest 2016
The following digest covers the month of July, 2016.
Staff Changes
Development Highlights
Statistics
List of Contributors
Show your support to rAthena by submitting your Issue or Pull Requests!
By providing enough useful info (Git Hash, Client Date, RE/Pre-RE, crashdump, how to reproduce, etc) you will help us to solve the issues faster