Almond Snicker
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Everything posted by Almond Snicker
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this is an npc script.
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Just create a separate npc running this script. this specific script only works for this specific MVP Ladder.
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Hi All! Does anyone know how to add the skill used to kill an opponent, I can't search what script to gather that info and use. Something like., [PLAYER A] killed [PLAYER B] using [Meteor Storm] at [guild_vs3] OnPCKillEvent: if( strcharinfo(3) == "guild_vs3" || strcharinfo(3) == "guild_vs2" ) announce strcharinfo(0)+" killed "+rid2name(killedrid)+" at "+strcharinfo(3)+".",0; end;
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Understanding save time. What's your recommendation?
Almond Snicker replied to Almond Snicker's question in General Support
Actually thats my problem the CPU Usage on htop.. sometimes my CPU Usage on mapserver goes as high as this 80% (Resulting to server lag). thats why im trying to remove load from the mapserver.. maybe you have recommendations? at normal its at 15% - 35%, but when my avg players go 275 - 300+ map serve cpu starts to get high.. -
Understanding save time. What's your recommendation?
Almond Snicker replied to Almond Snicker's question in General Support
Cust my mapserver cpu usage is being unstable and what i'm noticing is that the mapserver stops when the cpu usage is high then suddenly it moves fast, like it gets stuck for a while then gets flushed. could it be hosting hardware issue? Here's my map server looks like full of saves, when your CPU Usage goes up could it be overloading the save process? -
Understanding save time. What's your recommendation?
Almond Snicker posted a question in General Support
Hi, I just want to get more understanding with regards to saving logs. Basically my goal is to take off more load from the map server. EX: 300 players at average Question 1.) Do you recommend increasing auto save time to make saving of files faster or making the auto save time lower than your average players so the map serve will save logs one at a time? Will faster saving time make your map serve breathe more (AUTOSAVE Time > AVG Players) or, Slowing down the save time makes your map server take of more load? (AVG Players > AUTOSAVE Time) Question 2.) minsave_time: Will it be a good setting to increase the interval of saves to release load from the mapserve? // Database autosave time // All characters are saved on this time in seconds (example: // autosave of 60 secs with 60 characters online -> one char is saved every // second) autosave_time: 300 // Min database save intervals (in ms) // Prevent saving characters faster than at this rate (prevents char-server // save-load getting too high as character-count increases) minsave_time: 100 -
Does your server lag? what have you done so far?
Almond Snicker replied to Almond Snicker's question in General Support
I'm referring to the log-error showing here on the htop, I don't have any errors currently on the map serv. Does "while (1)" script command do infinite loops? -
Does your server lag? what have you done so far?
Almond Snicker replied to Almond Snicker's question in General Support
Here's my current htop, and right now I'm experiencing the same lag when cpu usage is reaching 70-80%. there's a log error description under mysql, is that normal? -
Does your server lag? what have you done so far?
Almond Snicker replied to Almond Snicker's question in General Support
yes thats exactly the case when the cpu usage reaches 70-80% the server lags, on OVH im currently using the highest dedicated game server that they offer thinking that it would fix the issue. is xeon server better than i7s? -
Does your server lag? what have you done so far?
Almond Snicker replied to Almond Snicker's question in General Support
Server update you mean the server files or the system? the system is already running at intel 7700 - 4.5ghz 64ram. and is also dedicated. -
Does your server lag? what have you done so far?
Almond Snicker posted a question in General Support
Hi all, I'm currently experiencing lags (spiking of cpu usage on mapserv) when connection of people reaches to 300+, are you experiencing the same issue? what have you done so far? Have you encountered server lag in relation to population on your server? what have you done to fix it? -
[FIXED] Implementing Robe Sprites
Almond Snicker replied to Almond Snicker's question in Graphics Support
FIXED* Added spr files for each job that was missing on the data.grf. -
Hi All, before anything else I believe I have already implemented all recommendations coming from tons of robe guides here on the forum. but apparently still no luck. im just tryna implement the current available robes/garments on data.grf / rdata.grf. item and collection shows up, however still transparent even if already added on the transparentitem.lub, please check the images on where did I miss, thank you! (the .spr files of this item is at the parent folder C_GiantCatBag_JP_BL (data.grf natively), should I make an individual .spr file inside each gender?)
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How to make frost diver freeze status same as SG?
Almond Snicker posted a question in Source Support
Hi all, Does anyone know how to make freeze of frost diver similar to sg freeze status? apparently when you got mdef build and got hit by SG duration will be less. but if you got frozen by frost diver, freeze status is longer. Seems like frost diver gives the full duration and doesnt apply the mdef calculation. -
Does anyone know how to fix this issue? Traps on guild_vs3 only shows at the middle of the map, else its just a gray cell. Traps_Settings: 0 is already set on skill.conf
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How to: Enabling Traps Visibility at skill conf
Almond Snicker replied to Almond Snicker's question in General Support
what client are you using? -
How to: Enabling Traps Visibility at skill conf
Almond Snicker replied to Almond Snicker's question in General Support
This is what's happening, does anyone know why? I noticed that the traps are only showing at the middle of this specific map. -
How to: Enabling Traps Visibility at skill conf
Almond Snicker replied to Almond Snicker's question in General Support
I will double check again thank you for checking out -
How to: Enabling Traps Visibility at skill conf
Almond Snicker replied to Almond Snicker's question in General Support
Thank you I will double check again. -
How to: Enabling Traps Visibility at skill conf
Almond Snicker replied to Almond Snicker's question in General Support
I actually did, I even restarted the server. on guild_vs1 the trap is visible same as in town or everywhere else. the current where I cant see the traps are guild_vs2 and guild_vs3.. could there be a mapflag to disable the visibility of traps? what only shows is like theres a white circle on the cell withouth the texture of the trap. with regards to the setting, //traps_setting: 0 Should be right? on older versions i remember this is not commented out. not sure why it is now on latest rAthena traps_setting: 0 -
// Traps visibility setting (trap with UF_HIDDEN_TRAP flag): // 0 = Always visible // 1 = Enable invisibility in versus maps (GVG/PVP/BG) // 2 = Enable invisibility in all maps // Default on official servers: 0 for Pre-renewal, 2 for Renewal //traps_setting: 0 Just wondering, this setting is commented out natively. to use this setting do you need to remove the "//" or stay it as is and change the value? I'm currently running pre-renewal settings on renewal src, however I am not able to see traps on guild_vs3, does it have to do with this setting or its a something else? I can see traps on other maps, though. I also tried removing the "//" and value 0, but still the same. should I recompile?
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How to remove fix damage on Landmine Trap? Pre-RE
Almond Snicker posted a question in Source Support
Hi all, Land mine's dmg is currently fixed even with Thara Frog Card. How can you add resistance to land mine trap? or make reduction to demi-human effect once hit by Land Mine Trap? -
Hi guys! Does this happen to your partymembers as well? Release/mission_board_r2.6.txt at master · AnnieRuru/Release · GitHub Issue: Party member with the same mission gets the monster kill count of another member even if the player is on different maps. Player 1 - kills a monster on a field. Player 2 - gets the kill count as well even if he is on a Town. Both players took the same mission at the same time. Is this a bug or there's a setting to turn this off?
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Vote for Points cannot re-vote (by Sanasol)
Almond Snicker replied to kitty14's question in Web Support
Is it possible for anyone to share the direct fix?