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Everade

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Everade last won the day on December 10 2020

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About Everade

  • Birthday 01/11/1989

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  1. EquipScript: | changebase JOB_MAGE; UnEquipScript: | changebase Class;
  2. Everade

    rAthena su

    src/config/renewal.hpp Add // in front of #define RENEWAL_STAT
  3. There are lua files files in your data.grf which determine the layer priorities for garments. You would have to edit it for every single garment you're having issues with. That would be data/luafiles514/lua files/datainfo/tb_layer_priority.lub If i'm not mistaken.
  4. If you believe that it's a bug, bug reports belong to: https://github.com/rathena/rathena/issues
  5. First and foremost: I'm pretty sure you're not allowed to share web-design code that you've purchased from such services. And secondly, why would you ask web-design related things in the rAthena forums instead of contacting the support that actualy created your design/web-code?
  6. Hi sacrox The wiki has a page showing all the system-requirements to run rAthena. https://github.com/rathena/rathena/wiki/System-Requirements There is no "specific" or "best" Host for recommendation. You should build your foundation based on your personal needs. Take a look at the minimum requirements to get an idea. For example: - Your OS experience will most likely define what server platform you choose. - Your prefered audience will define server location eventualy for optimal latency. - Your player count will define hardware power and internet bandwith. A player does not use a "specific amount" of internet bandwith. It all depends on how much key strokes he sends to the server, and how much moving objects and other game states need to be sent from the server to the players. This varies tremendously and scales exponential to your player count eventualy. (for example if a player is moving in a crowded city) You could do some basic tests using network analysis tools by connecting to a server to get a better idea. You could also run rAthena on your home pc to do more indept testing in all fields.
  7. Stays true to high quality standards. If you're looking for one of the top tier rAthena devs, Lemongrass' got you covered. One of the few main pillars, the foundation of rAthena is based on. ~<3
  8. Benutz einen Steinzeit-Client wenn du neue Client Features nicht magst ?
  9. Wäre halt schön deine bisherigen Versuche anzusehen anstatt direkt zu verlangen das jemand dir die Arbeit abnimmt. In deinem script ist kein Timer, du prüfst lediglich für das vending. Dein aktuelles script scaled nicht wirklich gut wenn du einmal mehr Spieler hast. Da fängst du an deine SQL Datenbank mit grösseren Abfragen konstant zu penetrieren. (Der char table wird in der Regel sehr schnell sehr gross) Ich würde vorschlagen einen Timer an jeden Spieler zu attachen sobald man einloggt, und diesen auch sauber wieder zu entfernen. Die meisten Login Reward Scripts basieren ja eigentlich genau auf diesem Prinzip, und von denen gibt es wirklich mehr als genug. Da kannst du dann sowas machen wie zB: - script LOGIN -1,{ OnPCLogoutEvent: deltimer strnpcinfo(0)+"::OnTimer"; OnPCLoginEvent: .@i = (gettime(DT_YEAR) * 365 * 24 * 60) + (gettime(DT_DAYOFYEAR) * 24 * 60) + (gettime(DT_HOUR) * 60) +gettime(DT_MINUTE); .@t = .Rest - #DRewardTimer; .@state = checkvending(); if (.@i >= (#LastReward + .MinWait)) { addtimer 60000,strnpcinfo(0)+"::OnTimer"; end; OnTimer: if ( #DRewardTimer < .Rest ) { if (!(checkidle() >= 600) && (!(.@state&1) || !(.@state&2) || !(.@state&4)) && isloggedin(getcharid(3))) { #DRewardTimer++; } addtimer 60000,strnpcinfo(0)+"::OnTimer"; end; } } else { .@mins = (#LastReward + .MinWait - .@i)%60; message strcharinfo(0),"[Reward Test]: You have "+ ((.@mins) ? .@mins +" Minutes " : "") +"till your next reward."; addtimer (.@mins * 60000),strnpcinfo(0)+"::OnTimer"; end; } Claim: getitembound 512, 1, Bound_Account; #LastReward = .@i; #DRewardClaim = 0; #DRewardTimer = 0; message strcharinfo(0),"[Reward Test]: You have collected your 15min reward."; .@mins = (#LastReward + .MinWait - .@i)%60; addtimer (.@mins * 60000),strnpcinfo(0)+"::OnTimer"; } end; OnInit: // Minimum minutes between collecting reward .MinWait = 15; // Number of mins after logging before collecting prize .Rest = 15; end; } Wichtig: Ich habs nicht getestet und wird daher auch nicht funktional sein. Aber ich hoffe es gibt dir eine Idee wie du es hoffentlich lösen kannst. Das basiert auf einem Login Reward system, das heisst es pickt nicht einen einzelnen Spieler, sondern es läuft auf allen online charakter. Könntest du aber entsprechend modifizieren. Will auch nicht behaupten das es die beste Lösung ist, aber sicherlich besser als direkte SQL char table Abfragen. Zumindest meine Meinung.
  10. View File WoW Cursor A WoW cursor adaption for Ragnarok Online. Uses partly custom sprites that i've made and is fully functional. Something that i've created back in 2014 but never actualy used. WoW didn't change their cursor till today, so it's basically still up to date. All rights belong to BLIZZARD ENTERTAINMENT, INC. Submitter Everade Submitted 01/20/2020 Category Cursors Video Content Author Everade, Blizzard Entertainment  
  11. Everade

    WoW Cursor

    Version 1.0.0

    517 downloads

    A WoW cursor adaption for Ragnarok Online. Uses partly custom sprites that i've made and is fully functional. Something that i've created back in 2014 but never actualy used. WoW didn't change their cursor till today, so it's basically still up to date. All rights belong to BLIZZARD ENTERTAINMENT, INC.
    Free
  12. 1. Maybe redownload Nemo Patcher from the good old days. Here's a list of all the forks: https://github.com/MStr3am/NEMO/network/members Should be new enough for a 2015 client. 2. Make sure the client you're using is actualy from that said date. 3. Make sure you load the right client eventualy
  13. Could be related to the lightmap. Did you simply replace the texture files with your data folder only or did you actualy replace them using BrowEdit Map Editor? Might be worth to open the map with BrowEdit and recalculate the lightmap.
  14. One option would be to replace the mounted weapon .act files with the non-mounted versions just like you did with the sprites.
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