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Posts posted by Zephyr
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E por que seu DB tem contas com 9 dígitos, se o normal é 7? :v
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I'm using item_db with SQL and this error is happening:
How can I solve this, if SQL doesn't have a "line"?
I already checked the item id 5121, 5135 and 5137, there's no error with it.
@edit
Solved with the Phpmyadmin tool "show registry starting by... <line number>":
You can close, thanks.
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I downloaded the rAthena now from the Git Hub and I started to search about the MvP Tomb diff, and when I went to apply it, I discovered this line on battle.h:
int mvp_tomb_enabled;
Is it MvP Tomb already available and functional? How can I edit this, for example, make a custom boss to spawn the tomb, and how to disable the time.
If not, someone can give me the updated diff to add it?
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Is it worth to open a new Ragnarok Server, or the game is used only for studies purposes now? And what do you guys think about opening a new server? What kind of server you would play?
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This mapflag doesn't affect the original mob drops, they will drop the original drops setted on mob_db AND the drops setted at the mapflag.
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last time on eA i had made this request but they told that it will lag the server, bcoz if hitting a high hp mob then it is chance that it will lagg.
That's why I put it working only with "attackmobevent" mapflag.
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Nope, this way I have to do other mod. Wait my edit here.
@Edit:
Try this.
Sintax:
@guildinfo
Return your guild infos.
@guildinfo <Guild Name>
Return the <Guild Name> infos.
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Try it.
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Try 2011-06-14b, it's the best one and it's easy to find a compatible data and lua files.
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Check the mapflag "nosave" there. If it is setted, unset this.
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I think you should try another hexed, if occurs the same problem, we know that is not your hexed.
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- Try to use "langtype 6" for your clientinfo.xml;
- Open your db/packet_db.txt and set the packet_ver to "default";
- Diff your client with "read data folder first";
- Make sure you're using proper lua files;
- Use the default 127.0.0.1 IP for your char_athena.conf and map_athena.conf.
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What hexed, revision and data folder? Did u do the changes at mmo.h?
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Put it at your "data" folder.
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File Name: [Mapflag] Mobitemadder
File Submitter: Zephyr
File Submitted: 28 Dec 2012
File Category: Source Modifications
Content Author: Zephyr
This mapflag sets more drops for monsters at the map that it's been attached.
Sintax:
mapname<TAB>mapflag<TAB>mobitemadder<TAB>mob_id,item_id,drop_per{,item_id,drop_per(...)}
You can set up to ~50 more items for mobs.
"drop_per" is the chance of drop, from 1 (0,01%) to 10000 (100%).
There's an example at the screenshot, I setted a Yggdrasil Berry with 100% of chance for the Poring at prt_fild08 map.
You can set a lot of mobs, but you have to set more mapflags for your maps.
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File Name: [Label] OnPCAttackMobEvent
File Submitter: Zephyr
File Submitted: 28 Dec 2012
File Category: Source Modifications
Content Author: Zephyr (rAthena or brAthena)
This label is invoked everytime a player attacks in a certain map flagged with "attackmobevent".
Sintax:
OnPCAttackMobEvent: (...)
Mapflag:
mapname<TAB>mapflag<TAB>attackmobevent
It works ONLY in the maps with the mapflag "attackmobevent".
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Disable the "hide_woe_damage" on the battle/client.conf, but it'll show the damage at all GvG/BG maps. If you want that the client shows the damage just on a few maps, it'll need some source modifications.
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I think it's possible to do only with custom mobs... Without source mods.
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Merry Christmas!
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Search about eAmod.
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File Name: [source] Monsterally Command
File Submitter: Zephyr
File Submitted: 17 Dec 2012
File Category: Source Modifications
Content Author: Keops (rAthena) or Zephyr (brAthena)
With this script command, you can create sized monsters, big, small or normal, monsters to help some guild, char or party, and you can also define an event like the "monster" script command.
You can also control the AI of a monster, if you know how to work with AI and if you know how the effects, you can change the number according to AI that you want to use. Anyway, if you don't know about AIs, always use the number 0 or 1 for the AI argument.
You can control the quantity of the spawned monsters too, like the 'monster' script command.
Size types: 1 = Small, 2 = Big, 3 or 0 = Normal Size.How to use the command:
monsterally <"Map">,<X Coord>,<Y Coord>,<"Name">,<Mob ID>, <Quantity>,<Guild ID>,<Party ID>,<Acc ID>,<Size>,<AI>{,<"Event">}
This is very usefull for events or other things.
Affected files:src/map/battle.c
src/map/clif.c
src/map/map.h
src/map/mob.c
src/map/mob.h
src/map/script.c
src/map/status.c
Contents of this package:monsterally.patch
Screenshots folder
NPC "monsterally" named "npc_test.txt" used on Demonstration Video
Demonstration Video:
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Arachnophobia
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3756
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The mobs will be custom mobs, don't worry about scripting it.
And don't worry about the archers, that's the point, attacking with snipers and gunslingers "open the doors" to new builds "ranged emp breaker". And thanks for the rep.
Explicação do Tópico
in Suporte a Configurações
Posted
E por que você não diminui o tamanho do ID no MySQL?
Se está com 9 dígitos, tipo 200000000, rode um comando SQL pra diminuir o tamanho:
Desse jeito que postei, um ID de 200000029 (9 dígitos), vai se transformar em 2000029 (7 dígitos).
Não esquece de criar uma conta depois (setando um ID maior do que a última conta no campo account_id) pra atualizar o valor atual do AUTO_INCREMENT. Não esquece também de voltar o ID da conta do s1/p1 pra 1.