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yowjim

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Posts posted by yowjim

  1. Basically, everything is smooth except for one thing, when I drop the card to floor I get error or by just moving the card I get error also.

    Do I need to put anything at visionary_tab.txt?

    This is what I do,

    I used custom card sprite

    Custom Card Sprite

    data\sprite\¾ÆÀÌÅÛ\Red_Card.act

    data\sprite\¾ÆÀÌÅÛ\Red_Card.spr

    data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item\Red_Card.bmp

    data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\collection\Red_Card.bmp

    idnum2itemdesctable & num2itemdesctable

    32000#

    100% chance of auto casting '^880000Freeze^000000' on an enemy when the user receives Physical Damage.

    Class :^777777 Card^000000

    Compound on :^777777 Armor^000000

    Weight :^777777 1^000000

    #

    idnum2itemdisplaynametable & num2itemdisplaynametable

    32000#Frozen_Card#

    idnum2itemresnametable & num2itemresnametable

    32000#Red_Card# <--- My custom card sprite name and bmp as well.

    cardprefixnametable

    32000#of Frozen Kiss#

    cardpostfixnametable

    32000#

    item_db2.txt

    32000,Frozen_Card,Frozen Card,6,20,,10,,,,,,,,16,,,,,{ bonus2 bAddEffWhenHit,Eff_Freeze,10000; },{},{}

    Did I left out anything for custom card, please help me to point out, thanks!

  2. //--------------------------------------------------------------
    // rAthena Battle Configuration File
    // Originally Translated by Peter Kieser <[email protected]>
    // Made in to plainer English by Ancyker
    //--------------------------------------------------------------
    // Note 1: Value is a config switch (on/off, yes/no or 1/0)
    // Note 2: Value is in percents (100 means 100%)
    // Note 3: The max level of classes is stored in the exp table.
    //		 See files db/exp.txt and db/exp2.txt to change them.
    //--------------------------------------------------------------
    
    // Rate at which exp. is given. (Note 2)
    base_exp_rate: 10000000
    
    // Rate at which job exp. is given. (Note 2)
    job_exp_rate: 10000000
    
    // Turn this on to allow a player to level up more than once from a kill. (Note 1)
    multi_level_up: no
    
    // Setting this can cap the max experience one can get per kill specified as a
    // % of the current exp bar. (Every 10 = 1.0%)
    // For example, set it to 500 and no matter how much exp the mob gives,
    // it can never give you above half of your current exp bar.
    max_exp_gain_rate: 0
    
    // Method of calculating earned experience when defeating a monster:
    // 0 = uses damage given / total damage as damage ratio
    // 1 = uses damage given / max_hp as damage ratio
    // NOTE: Using type 1 disables the bonus where the first attacker gets
    //	   his share of the exp doubled when multiple people attack the mob.
    exp_calc_type: 0
    
    // Experience increase per attacker. That is, every additional attacker to the
    // monster makes it give this much more experience
    // (eg: 5 people attack with 25 here, +(25*4)% -> +100% exp)
    exp_bonus_attacker: 25
    
    // Max number of attackers at which exp bonus is capped
    // (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers)
    exp_bonus_max_attacker: 12
    
    // MVP bonus exp rate. (Note 2)
    mvp_exp_rate: 10000
    
    // Rate of base/job exp given by NPCs. (Note 2)
    quest_exp_rate: 10000
    
    // The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
    // The balance of the exp. rate is best used with 5 to 10)
    heal_exp: 0
    
    // The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
    // Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
    resurrection_exp: 0
    
    // The rate of job exp. when using discount and overcharge on an NPC
    // (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.)
    // The way it is calculated is (money received * skill lv) * shop_exp / 10000.
    shop_exp: 0
    
    // PVP exp.  Do players get exp in PvP maps
    // (Note: NOT exp from players, but from normal leveling)
    pvp_exp: yes
    
    // When a player dies, how should we penalize them?
    // 0 = No penalty.
    // 1 = Lose % of current level when killed.
    // 2 = Lose % of total experience when killed.
    death_penalty_type: 1
    
    // Base exp. penalty rate (Each 100 is 1% of their exp)
    death_penalty_base: 100
    
    // Job exp. penalty rate (Each 100 is 1% of their exp)
    death_penalty_job: 100
    
    // When a player dies (to another player), how much zeny should we penalize them with?
    // NOTE: It is a percentage of their zeny, so 100 = 1%
    zeny_penalty: 0
    
    // Will display experience gained from killing a monster. (Note 1)
    disp_experience: yes
    
    // Will display zeny earned (from mobs, trades, etc) (Note 1)
    disp_zeny: yes
    
    // Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
    // If no, an equation will be used which preserves statpoints earned/lost
    // through external means (ie: stat point buyers/sellers)
    use_statpoint_table: yes
    

    P/s: I did rebuild it, still doesn't work.

  3. What do you mean by packet_db.txt are corrrect? I using 2012-04-10a and I changed the mmo.h to 20120410a as well. And by default 2012-04-10a packet_db.txt already got right? I still getting the message (5011). Can point out where I did it wrongly? Thanks!

    P/s: I did rebuild when I change the mmo.h as well as diff the 20120410a, and in clientinfo.xml, I used the version 30 as packet_db.txt stated.

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