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benching

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Everything posted by benching

  1. you can change the exp given by the monster on 'mob_db.txt' found at the 'db' folder. and if i'm not mistaken, you can only change the formula for aspd in the src codes not in some config files.
  2. I am trying to make client animated patcher/launcher in flash actionscript. But i need to know a couple of things below, to put some functions to work, How could i get the server list from client? (maybe i'll just read the clientinfo from grf, but how?) What are the client Arguments/Parameter for account credentials and server, I got something from Loki's launcher, but i failed to get the values of some variables, This are the lines i tried based on Loki, "C:\ro_path\client.exe" -t:user pass server "C:\ro_path\client.exe" -t:user pass 0 "C:\ro_path\client.exe" -t:user pass "C:\ro_path\client.exe" -1rag1 -t:user pass 0 "C:\ro_path\client.exe" /account:clientinfo.xml -t:user pass server "C:\ro_path\client.exe" /account:clientinfo.xml -t:user pass 0 "C:\ro_path\client.exe" /account:clientinfo.xml -t:user pass (Note: Also tried switching pass and user) Would you be so kind to share it to me? PS. at least pm me Thanks in advance.
  3. mostly makaka usap mo mga reseller, kaya pag bayad ka na okay na sila.
  4. Here's the latest of rathena https://github.com/rathena/rathena About sa myro, may sarili silang mods, kaya wala kang mahahanap na tulad nun. (i bet)
  5. maybe this will help, if(session_status()!=PHP_SESSION_ACTIVE) or you can refer to php.net about session(s)
  6. Accepting bug fix, server implementation, src modding, Just leave a message :D

  7. im not sure if that code(s) is the fix for what you want. but here's my suggestion. if( type ) { +sd->regen.rate.hp += 2; // boost 3 times clif_status_load(&sd->bl,SI_SIT,1); } else { +sd->regen.rate.hp = 1; // return to normal clif_status_load(&sd->bl,SI_SIT,0); } i dont know how that '+' before the sd->regen.rate works, i dont even know that. why not just remove the '+' and change the value manually. try this. if( type ) { sd->regen.rate.hp += 6; // boost 3 times if default is 2 clif_status_load(&sd->bl,SI_SIT,1); } else { sd->regen.rate.hp = 1; // return to normal clif_status_load(&sd->bl,SI_SIT,0); }
  8. Is there a call in src that checks for player/monster in radius of the target cell? if there's nothing, could i just check the return of the cell location? (example: if( location == PLAYER || MONSTER ) ) <-- is this line going work? (NOTE:preferably map project)
  9. keep in mind that hit count of non magic skill is handled in tick, (more like a frequency )
  10. benching

    SC_MANHOLE

    change the manhole range in db/re/skill_unit_db.txt
  11. you can try to look for starting point in map.c the call for initial functions are written there. if you successfully did it, please make push to git. this will be a good contribution to community.
  12. benching

    Issue

    that is when the server have harmony or multiple server, i believe
  13. diff seu cliente com skippacketheaderobfuscation ou sem ele
  14. Sie nicht nur den Hafen von 3306 ändern können, auf 80, der Datenbankserver auf Port 3306 zu hören, während die Ragnarok Server auf Port 80 zu sprechen. Ich schlage vor, die Dinge nicht, wenn nicht erforderlich, zu ändern. (sorry für die schlechte Sprache, ich habe gerade verwendet Google Translate)
  15. a possible reason why the player(s) cant move, maybe map server run on a single processing thread, if it is, then it will wait for that improvised video to finish the loop, then resuming map server function. ( not really pausing map server, but prioritizing the npc script this causes the player to unable to move) you can make a new thread to run this npc script or all of your npc script, if you can do that, then you can play that video of yours w/o interrupting player interaction. also making that new thread for npc(s) could help make your map server more smooth, in other term, less lag for player ( maybe )
  16. thanks man, it works now, but you need to initialize value of CanTalk to 0, else no one can talk to it
  17. I'm trying to create a NPC that can only be accessible one at a time, And i can't figure out to make it behave like i want. prontera,154,178,4 script Hati 835,{ OnInit: set .CanTalk,0; if(.CanTalk == 0) { set .CanTalk,1; mes "hello, world!"; close2; set .CanTalk,0; } else mes "I'm talking to someone, please back in a moment"; while (.CanTalk == 1) { specialeffect EF_BEGINSPELL6; sleep 425; } end; } @Emistry how to make the npc usable one at a time? best regards
  18. without access with the client src, 3rd party / plugin is the best option. planning to work on it after the last job request i have,
  19. find the packet version of your client date in the db/packet_db.txt then change the packet_db_ver in db/packet_db.txt to your packet version, also change the version in your clientinfo.xml
  20. i think big npc's still occupy a single cell. someone please confirm this. thanks
  21. tried casting greed on target/monster death?
  22. if you insist, you can try basing on warg/wolf of the ranger
  23. add level checking before executing those lines. btw, the code you posted is incomplete.
  24. I'm not sure bout myself, if i understand you or not, but let me try to help. This sounds like more work to do than ppl usually ask, Here's a pseudo-code i have for this case, Character Create new skill, name it TogglePKStatus or something like that Add error checking or check for pkstatus <or put this in the skill, its your call> if pkstatus is on, affect the character/player btw, you can add a delay for the TogglePkStatus that resets every specific seconds after receiving damage; Its gonna be annoying if player can switch off when in battle with other player. i'm not sure if this last one could somehow help in performance, but you may want to just allow switching pk status if player is in town.
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