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kaeyih

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Everything posted by kaeyih

  1. I would like to do a global reset for everyone's EQ for refinary online and offline.. Anyone has way to reset all EQ refines from SQL?
  2. Hi i have search everywhere for a working image splitter for ragnarok login screen format but nothing seems to work for me including the famous ROLSG. Anyone has a working website or app for me to split image?
  3. I have a Pre re server with 4 slotted cards. I would like to modify the Element DEF Formula in the source so that.. 1) wearer of more than 100% Element resist will remained heal when get hit by Monster's damage. (negative damage) 2) wearer of more than 100% Element resist will not get healed in PVP, would prefer as a null or a miss. I have been searching around for answers.. Would appreciate it someone can help me on solving this. I know its somewhere in battle.c but i really dont know how to modify it. {{Previous are attack part, u can refer to map/battle.c @@ line 864 Affected by target DEF bonuses // Affected by target DEF bonuses else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) { if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != rh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } cardfix = cardfix * (100 - ele_fix) / 100; if( left&1 && lh_ele != rh_ele ) { int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != lh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix_lh += it.rate; } cardfix = cardfix * (100 - ele_fix_lh) / 100; } cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100; } cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100; cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100; cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100; cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100; for (const auto &it : tsd->add_def) { if (it.id == s_class) { cardfix = cardfix * (100 - it.val) / 100; break; } } if( flag&BF_SHORT ) cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100; else // BF_LONG (there's no other choice) cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100; if( tsd->sc.data[SC_DEF_RATE] ) cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100; APPLY_CARDFIX(damage, cardfix); } break; case BF_MISC: // Affected by target DEF bonuses if( tsd && !nk[NK_IGNOREDEFCARD] ) { if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != rh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } if (s_defele != ELE_NONE) ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL]; cardfix = cardfix * (100 - ele_fix) / 100; } cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100; cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100; cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100; cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100; cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100; if( flag&BF_SHORT ) cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100; else // BF_LONG (there's no other choice) cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100; APPLY_CARDFIX(damage, cardfix); } break; } #undef APPLY_CARDFIX return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX); }
  4. Hello grenat50, does the diff works with 2018 version? I see lots of difference in the diff... Like.. what is this in skill.cpp? Mine is not avaiable.. case GD_CHARGESHOUT_FLAG:
  5. Hi i just found out 2018 rathena clients dont have more than 30 hairstyles. Maybe try 2015 stable clients?
  6. I have a question All monsters have different size, Large, Medium Small and demihumans are usually medium size. If we put a script into Equipment, When u wear this armor, ur size become Small. Anyone know what should i write in script? This doesnt work... so anyone can guide me pls? { bonus bDefSize,Size_Small;},{},{}
  7. Hi @aferny, have u found out the solution for this? Im facing the same issue.... =(
  8. Hi, when i change armor in my server, the HP dont remain the same but instead, when swithching to another taogunka slotted armor, the remaining HP changed to no taogunka level. Anyone know where to change this setting so that I wear another armor, my hp wont reduce to the non tao gunka calculation level
  9. Hi everyone, I just found a very good solution to monitor and organize your palettes for each jobs. I cant help but to share this way of renaming palettes to every single jobs/ costumes / etc Some of you might know this way already, but just sharing because all other posts have been helping me out. For example Assassin Cross Palettes 건너_숍_남_1.pal Renaming into 건너_숍_남_1_1.pal 건너_숍_남_1_2.pal 건너_숍_남_1_3.pal and Renaming into other Jobs Costume like Arc Bishop 아크비숍_남_1.pal 아크비숍_남_1_1.pal 아크비숍_남_1_2.pal Or If you have All of the jobs and not gonna sort it out, just change 아크비숍_남_1.pal 건너_숍_남_1_1.pal 그리폰로얄_남_5_1.pal to 아크비숍_남_2.pal 건너_숍_남_1_2.pal 그리폰로얄_남_5_2.pal This way you can monitor what jobs or which costume is missing and can copy paste, rename it in and instance.
  10. Bump this post.. Hi @Emistry, this is a really good release, mind if update for new emulator to use? Same as the rest, Error during compiling.. Anyone has resolution method?
  11. Thanks for the reply, this post solved.
  12. Hi I am using 20180620 RagexeRE as default. I know is a pretty stable version but I want a client with hairstyle.. So i decided to change to 20181107 which consider quite close. I tried changing confiq\packets and tried custom\define_pre Compiled successful, but it wouldnt read my 20181107 client version. Can anyone assist me what did i missed out? I've been searching the website whole day now but i cant find a good solution.. Most of the links outdated.. Anyone please help me!
  13. hi guys, im setting up skills for my monsters to hit me. 1) Fire bolt (fire) 2) Lord of Vermilion (wind) 3) Storm Gust (water) 4) Meteor Storm (fire) Wanna ask why am i blocking all the skills with Deviling Cards? Not null, but damage 2 all the way with only deviling card on valkyrie Mantau Apparently if I put warm wind to the monsters then they only start damage me. Are monster skills including fire bolts are in neutral by default? Anyone encountered this issue before? my mdef 0+358
  14. Hi, anyone can teach me how to actually add this instance to instance_db.txt and instance_db.yml? Im facing failed to reserve instance..
  15. Hi, will u ever release this script? Nice job!
  16. When i die, im warp out and tried to rebuff. everyone freeze over there and this came out. may i know what step did i miss?
  17. Anyone know how to modify this? 1) I am looking for script for the woe, All guild members to get 1 woe coin per minute for holding the emperium instead of only get 1 prize at the end of WOE. 2) Exclusive Monster spawns in Guild base for WOE winner. Anyone know how to modify it?
  18. Have anyone encountered same hairstyle after 30th hairstyles?
  19. Hi people. Recently I only able to find one source for Pokemon sprite from green peach. Anyone keep more Pokemon sprite than that and can share with me? I'm looking for more than 50 types of Pokemon, anyone can help me with it? APPRECIATE ANYONE WHO REPLY
  20. Thank you for all your replies. Really appreicated! Ok I have tried out the script but I dont really understand how to edit it. losttower1b is my custommap that added in and is working. This is what I've written losttower1b,111,262,0,0 monster MH_COELACANTH_Y_A1 20787,1,90000,0,0 losttower1b,111,384,0,0 monster MH_COELACANTH_Y_A2 20788,1,90000,0,0 losttower1b,291,384,0,0 monster MH_COELACANTH_Y_A3 20789,1,90000,0,0 losttower1b,288,263,0,0 monster MH_COELACANTH_Y_A4 20790,1,90000,0,0 //losttower1b,199,327,0,0 monster MH_BAKONAWA 20863,1,90000,0,0 - script Losttower1b -1,{ OnInit: set .bspawn,0; //Where the kills will be saved(don't change) set .bneed,4; //Kills needed set .bossid,20863; //Boss ID set .minibossid,20787; //Mini Boss ID set .reward,512; //Reward for killing the Boss set .map$,"losttower1b"; //Name of the map you kill mini bosses end; OnNPCKillEvent: if (killedrid == .minibossid){ set .bspawn,.bspawn +1; if (.bspawn >= .bneed){ mapannounce .map$,"The map boss has appeared!",0; monster .map$,199,331,10,10,"MH_BAKONAWA",.bossid,1,"BOSSSPAWN::OnBossKill"; set .bspawn, 0; } } end; OnBossKill: mapannounce "The player "+strcharinfo(0)+" has killed the boss!", getitem (.reward,1), end; } But i end up getting these errors [Warning]: script: buildin_getmapxy: Invalid type 0. [Debug]: Source (NPC): Gold Room Warper at ordeal_1-2 (0,0) [Warning]: script: buildin_getmapxy: Invalid type 0. [Debug]: Source (NPC): Gold Room Warper at ordeal_1-2 (0,0) [Warning]: script: buildin_getmapxy: Invalid type 0. [Debug]: Source (NPC): Gold Room Warper at ordeal_1-2 (0,0) [Info]: Pinging SQL server to keep connection alive... [Info]: Pinging SQL server to keep connection alive... [Info]: Pinging SQL server to keep connection alive... [Warning]: script: buildin_getmapxy: Invalid type 0. [Debug]: Source (NPC): Gold Room Warper at ordeal_1-2 (0,0) [Warning]: Unexpected type for argument 4. Expected string. [Debug]: Data: number value=10 [Warning]: Unexpected type for argument 6. Expected number. [Debug]: Data: string value="MH_BAKONAWA" [Debug]: Function: monster [Debug]: Source (NPC): Losttower1b (invisible/not on a map) [Warning]: NPC event parameter deprecated! Please use 'NPCNAME::OnEVENT' instead of '20863'. [Debug]: Source (NPC): Losttower1b (invisible/not on a map) [Warning]: buildin_monster: Attempted to spawn non-existing monster class 10 [Debug]: Source (NPC): Losttower1b (invisible/not on a map) I am trying to make players kill 4 mini boss on same map 4 different fixed location to spawn the boss. Mini boss 20787, 20788, 20789, 20790, Boss spawn MH_BAKONAWA 20863
  21. It's 2020 now I'm searching back for all these sprites but I can't get it anywhere. Anyone still keep a copy of the Pokemons? can i have it please? >< [email protected]
  22. Thank you for all your replies. Really appreicated!
  23. How to create script of boss monster spawn after 4 mini boss on the same map is killed?
  24. Hi everyone. I'm a newbie here, I want to make to kill 4 mini boss, and spawn the main boss in the middle. I already set coordinations for 4 mini boss for fix spawn every 15 minutes. But for the boss, how should I set it? No clue at all... Anyone can help me? Let's say miniboss monster ID 5000 Miniboss2 monster ID 5001 Miniboss3 monster ID 5002 Miniboss4 monster ID 5003 Boss monster ID 5004 Mobskill done, Mobdb done. The only problem is how to script the boss to spawn after killed 4 mini boss?
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