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WhiteEagle

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Posts posted by WhiteEagle

  1. Hey,
    first of all thanks for sharing the Ambernite event.
    I just tested it and somehow it doesn't seem to take over the chances correctly.
    In theory, you should be able to get through to the end safely if all the odds are set to 100.
    But this is not the case. Even if I set it to 99, it lands extremely often on Green/Blue Egg.

    Would be great if you could help me.

    Greetings, as an euRO/fRO player. ?

  2. Good day,
    it would be totally awesome if someone could set the skills for pre-renewal as well.
    Some skill changes make sense for pre-renewal as well and you wouldn't have the problem with the bard/dancer songs for the newer clients.
    Sure Nemo lets you display the songs again, but the skill change is really handy + with Nemo's fix the new skill effect of the songs still remains, what looks weird.
    I think most of the dmg forumal from pre-renewal can stay as is and only the effects of the changes need to be added.
    Should it be too much work, I would also be willing to pay something for it.

    Here are the links of the rebalancing skills:
    https://www.divine-pride.net/forum/index.php?/topic/3453-kro-mass-skills-balance-1st-2nd-and-transcendent-classes-skills/
    https://github.com/rathena/rathena/commit/ea8da71cdda5cddbc05cdc736683487e5c14bf08#


    Thanks

  3. Try this. (Change MvP-ROOM to your map name. If you have more maps, make a array.)

    add:

    if ( getmapxy(BL_PC) == "MvP-ROOM") end;

    before:

    setarray.mvpid[0],1916,1511,1785,1630,1039,1272,1719,1046,1389,1112,1115,1418,1252,1086,1885,1492,1734,1688,1373,2131,1147,1059,1150,1087,1190,1038,1157,1159,1623,1583,1312,1685,1658,1871,1768,1832,1779,2022,1708,1874,1751,1917,1647,1649,1651,1646,1650,1648,1120,1204,1259,1283,1289,1302,1307,1388,1582,1829,1830; setarray .minibossid[0],1120,1289,1302,1307,1388,1582;

     

  4. Because it no longer works with the new clients.
    What else came to my mind, maybe you could rebuild it for the Master Account System.
    That you only enter the Master Accound ID and it automatically recognizes all connected accounts and you can select them.

     

  5. If you want to be on the safe side, don't forget to change this to char_athena.conf.
     

    // Restrict certain class from being created. (Only functional on 20151001aRagexe or later)
    // 0: No character creation is allowed
    // 1: Only novice is allowed to be created    (pre-renewal default)
    // 2: Only summoner is allowed to be created
    // 3: Both novice and summoner can be created (renewal default)
    // Uncomment to customize the restriction
    //allowed_job_flag: 1

     

    • Upvote 2
    • Like 1
  6. The running speed must still be adjusted as you wish
     

    4131,Moonlight_Flower_Card,Moonlight Flower Card,6,20,,10,,,,,,,,64,,,,,{ if(checkriding() || ismounting()) {end;} else bonus bSpeedRate,25; },{},{}

     

  7. Can someone rewrite the questinfo, that you can use more than one in an NPC?
    As an example, the Criatura Academy Staff from Izlude, who gives the tutorial on how to drink an Apple Juice.
    After you use the Apple Juice, you have completed the quest and a quest icon should appear above the NPC,
    but somehow this is not possible in rAthena.
    I have tested it in hercules and there it is possible.
    Would be great if it were also possible in rAthena.


    rAthena:  (Does not work)

    OnInit:
          questinfo( QTYPE_QUEST, QMARK_YELLOW, "Class == Job_Novice && BaseLevel <= 14 && !isbegin_quest(7473)" );    
          questinfo( QTYPE_QUEST2, QMARK_YELLOW, "Class == Job_Novice && isbegin_quest(7473) == 1 && countitem(501) == 0" );
          end;


    hercules: ( Works )

    OnInit:
            questinfo(QTYPE_QUEST, 1);
            setquestinfo(QINFO_JOB, Job_Novice);
            setquestinfo(QINFO_QUEST, 7473, 0);
            
            questinfo(QTYPE_QUEST2, 1);
            setquestinfo(QINFO_JOB, Job_Novice);
            setquestinfo(QINFO_QUEST, 7473, 1);
            setquestinfo(QINFO_ITEM, Apple_Juice, 0, 0);
            end;

     

  8. First of all, thanks for sharing.
    But I have a question about this, would it be possible to add the function that it has a chance to appear?
    Like: 

    // Item_ID,Chance,RandomOption_GroupId1{,Chance,RandomOption_GroupId2,Chance,RandomOption_GroupId3,Chance,RandomOption_GroupId4,Chance,RandomOption_GroupId5}

    So that every random option has its own chance.
    Here an example with a Knife[4]:

    //100 = 1% Chance
    1202,5000,RDMOPTG_Crimson_Weapon_1,3000,RDMOPTG_Crimson_Weapon_2,2000,RDMOPTG_Crimson_Weapon_3,500,RDMOPTG_Crimson_Weapon_4,100,RDMOPTG_Crimson_Weapon_5

    So there is a 50% chance that the Knife gets 1 bonus, 30% chance the 2nd bonus and so on.
    Then the options would not be fixed so that there are always directly all 3 or 4 bonuses, but from 1 to 5 (if set).

    Hope it is obvious what I mean. xD

  9. My question is if you can combine the item random option with the pillar drop effect, like this here.

    Quote

    // <Flag>:
    //  1 - As Dead Branch item (will be logged at `branchlog` table and cannot be used at 'nobranch' mapflag)
    //  2 - As item group container, check player's inventory and weight before consumed
    //  4 - GUID Item: When this item is obtained, will generates GUID that cannot be stacked even same or stackable item
    //  8 - Item will be bound item when equipped
    // 16 - Special Broadcast: When item dropped by monster and player loot it, will be broadcasted!
    // 32 - Item will not be removed on consumption. Also supports 'itemskill'
    // 64 - Item will be displayed with a client side defined drop
    // 128 - Item will be displayed with a white pillar drop effect
    // 256 - Item will be displayed with a blue pillar drop effect
    // 512 - Item will be displayed with a yellow pillar drop effect
    // 1024 - Item will be displayed with a purple pillar drop effect
    // 2048 - Item will be displayed with a orange pillar drop effect


    Example:

    Item with only 1 random option bonus create a white pillar drop effect.
    7nP3ugI.png.eb6a27ad58c222d7ec8abc8b006226bd.png
    ------------------------------------------------------------------------------------------------------------------

    Item with 5 random option bonus create a orange pillar drop effect.
    CLyQn1a.png.7c265857c6ed21802f63864d6e0eaa7c.png


    Thanks in advance.

    • Like 1
  10. Hey guys, I am trying to get the client [2020-04-01] running.
    I could fix some problems until now, but as soon as I press a key ingame, this error occurs:
    1231231.PNG.9b565c35f33813c75d5181f747829b4b.PNG


    I found in Asherafs translations this file here: "HotKey_v2.lub"
    But still the same error.
    Does anyone know what I have to do? I'd like to get the newer client up and running.



    SOLVED:
    I used this translation here: https://github.com/llchrisll/ROenglishRE

  11. Did you pack this in your grf or did you diff in your exe "read data folder first"?
    add your changes in data/resnametable.txt
    Like this:

    Quote

    payon.gnd#payon.gnd#
    payon.gat#payon.gat#
    payon.rsw#payon.rsw#
    유저인터페이스\map\payon.bmp#유저인터페이스\map\payon.bmp#

    Make sure that your payon map does the same name and not like payon_new or similar.

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