ivanyan
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Posts posted by ivanyan
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Boss monsters respawn like when option dynamic_mobs switched to off, other mobs respawns like dynamic.
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Everything will be fine
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As all of you know, when dynamic_mobs option is swithed to "yes" all MVP & BOSS monsters respawning on restart, but this option is so usefull on small servers, because it's save lots of resources.
My modification allows to leave them static! Only MVP & BOSS monsters
All you have to do - is to change one line of code in npc.c.
if( battle_config.dynamic_mobs && map_addmobtolist(data->m, data) >= 0 )
to
if( battle_config.dynamic_mobs && !mob.state.boss && map_addmobtolist(data->m, data) >= 0 )
Hope it will be usefull :-D
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The solution is to change countitem2, delitem2 to check for bound = 0
And add commands countbound2 delitembound2
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Hi all,
I have a question about bounding items.
I have script for changing colour of items, the part of the script is
if(countitem2(@inventorylist_id[getarg(0)],@inventorylist_identify[getarg(0)],@inventorylist_refine[getarg(0)],@inventorylist_attribute[getarg(0)],@inventorylist_card1[getarg(0)],@inventorylist_card2[getarg(0)],@inventorylist_card3[getarg(0)],@inventorylist_card4[getarg(0)]) > 0 ) { pcblockmove getcharid(3),1; Zeny -= 1000000; if( getarg(2) > 0 ) delitem getarg(2),3; delitem2 @inventorylist_id[getarg(0)],1,@inventorylist_identify[getarg(0)],@inventorylist_refine[getarg(0)],@inventorylist_attribute[getarg(0)],@inventorylist_card1[getarg(0)],@inventorylist_card2[getarg(0)],@inventorylist_card3[getarg(0)],@inventorylist_card4[getarg(0)]; getitem2 getarg(3),1,@inventorylist_identify[getarg(0)],@inventorylist_refine[getarg(0)],@inventorylist_attribute[getarg(0)],@inventorylist_card1[getarg(0)],@inventorylist_card2[getarg(0)],@inventorylist_card3[getarg(0)],@inventorylist_card4[getarg(0)]; pcblockmove getcharid(3),0; } else goto FLExit2;
what will happen with bounded item after using this script? it will be unbounded?
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hi, someone resolve this issue on vending no_msg?
no_msg in this case means "safe deals", but no... sry...
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e.g.
WEAPONTYPE_Main_Gauche = 31,
[Weapon_IDs.WEAPONTYPE_Main_Gauche] = "_1207", <-- this is sprite name
data.grf contains weapon sprites for each class and sex
e.g. for main gauche its
data\sprite\인간족\페코페코_기사\페코페코_기사_남_1207.spr
data\sprite\인간족\상인\상인_여_1207.spr
data\sprite\인간족\궁수\궁수_남_1207.spr
data\sprite\인간족\세이지\세이지_여_1207.spr
data\sprite\인간족\기사\기사_남_1207.spr
....
....
....
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I've changed only functions, because they were decompilled incorrectly
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just set ClassNum for weapons to values as in item_db.txt
e.g.
1254,Jamadhar,Jamadhar,4,37200,,1500,165,,1,0,0x00001000,7,2,34,3,33,1,16,{},{},{}
[1254] = { unidentifiedDisplayName = "Katar", unidentifiedResourceName = "Д«ЕёёЈ", unidentifiedDescriptionName = { "Unknown Item. Can be identified by using a Magnifier.", "Weight :^777777 150^000000", }, identifiedDisplayName = "Jamadhar", identifiedResourceName = "АЪё¶ґЩёЈ", identifiedDescriptionName = { "...skip....", }, slotCount = 0, ClassNum = 16, -- <<<<<<<<<<<<<<<<<<<< },
PS: 7-16 have some problems with timers (new packet) & logoff problem
PS2: from version 2012-07-16aRagexeRE.exe client supports weaponid > 30 up to 97
so if you decompile latest itemInfo.lub it contains for example
[1207] = { unidentifiedDisplayName = "Dagger", unidentifiedResourceName = "іЄАМЗБ", unidentifiedDescriptionName = { "Unknown Item. Can be identified by using a Magnifier.", "Weight :^777777 60^000000", }, identifiedDisplayName = "Main Gauche", identifiedResourceName = "ёБ°нЅґ", identifiedDescriptionName = { "...skip...", }, slotCount = 3, ClassNum = 31, -- <<<<<<<<<<<<<<<< },
you should change it to 1 as in item_db.txt, elseware it will cause to crash in 2012-06-18aRagexeRE.exe
in 2012-07-16aRagexeRE.exe it looks like
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6-18 have problems with weapontable.lua & weapontable_f.lua, use 7-16 or change classNum value for weapons in itemInfo to 0
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The best decompiller for the last lub files
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Если кому интересно, есть еще защита ERP сам разрабатываю стоит на труро, защищает от кликеров, ботов и т.д., кому надо - пишите в пм, но не просто так конечно
Dynamic Mobs Not Respawn MVP! (very small mod)
in Source Releases
Posted · Edited by ivanyan
MVP dies on restart, when it is dynamic_mobs "off", but respawn immideately after restart when somebody appears on a map close to MVP when it switched to "on".
That's why I decidet to move boss monsters to static mobs, and all other mobs to dynamic.
The difference is, if your server crashes, your MVPs respawn immediately after server start. If it crashes again, MVP respawn again and again and so on... so your players will have tonns of MVP cards, if your server is unstable...