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Everything posted by Nero
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Im sorry to make this topic but i badly need 6$ to make my own server because my balance in paypal is not enough to purchase one. please if anyone has a big heart to donate some. here's my paypal account [email protected] any amount even 1$ or less will be really much appreciated fellow rathenians. Thank you and Godbless.
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Requesting for 1 npc quest that example is There are 3 items Bronze item, Silver item, Gold Item where the requirements are for example is 1 ygg 1 white potion 1 elunium but it will randomly make the one item by chance for about the Bronze item is 60% the silver item is 40% and lastly the Gold item is 20% only. Thank you in advance who will try to do this kind of Script. Bump
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Sundin mo lang ung mga guide tpos pag d mo alam ggawin tsaka ka mag tanong kung ano ung error or problems hindi ung mag llgay ka d2 na "pano gumawa ng server???" eh sa totoo lang sobrang daming guide jan d mo lang tinitingnan. Walang libre sa mundo ngayon kaylangan mong matuto
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Using some status card like magnolia card the effect of curse has no effect in pvp. but only in monster help me to solve this problem thanks help me please
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using stormy knight card when attacking the player will stop and then attack again if the Stormgust is allowable to cast again Also the effect of the storm gust is so long.. help me its now fixed ~~
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Pls any one help me to have stormgust skill_cast_delay 1 second in every stormgust
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you mean item_drop_rate_min 1 to 1000? help me pls reply pls.
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can some one edit my drops.conf to 100% all items and 50% for the cards help me pls // ______ __ __ // /\ _ \/\ \__/\ \ // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_ //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ // _ _ _ _ _ _ _ _ _ _ _ _ _ // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a ) // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ // //-------------------------------------------------------------- // eAthena 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%) //-------------------------------------------------------------- // If an item is dropped, does it go stright into the users inventory? (Note 1) item_auto_get: no // How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds) flooritem_lifetime: 60000 // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) item_first_get_time: 3000000 // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after item_first_get_time elapses) item_second_get_time: 3000000 // Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after the item_second_get_time elapses) item_third_get_time: 3000000 // Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds) mvp_item_first_get_time: 40000000 // Grace time for the first and second MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_first_get_time elapses) mvp_item_second_get_time: 40000000 // Grace time for the first, second and third MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_second_get_time elapses) mvp_item_third_get_time: 40000000 // Item drop rates (Note 2) // The rate the common items are dropped (Items that are in the ETC tab, besides card) item_rate_common: 1000000 item_rate_common_boss: 100000 item_drop_common_min: 1 item_drop_common_max: 10000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 100000 item_rate_heal_boss: 10000 item_drop_heal_min: 1 item_drop_heal_max: 10000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 100000 item_rate_use_boss: 10000 item_drop_use_min: 1 item_drop_use_max: 1000 // The rate at which equipment is dropped. item_rate_equip: 1000 item_rate_equip_boss: 10000 item_drop_equip_min: 1 item_drop_equip_max: 1000 // The rate at which cards are dropped item_rate_card: 200000 item_rate_card_boss: 180000 item_drop_card_min: 1 item_drop_card_max: 10000 // The rate adjustment for the MVP items that the MVP gets directly in their inventory item_rate_mvp: 1000 item_drop_mvp_min: 1 item_drop_mvp_max: 1000 // The rate adjustment for card-granted item drops. item_rate_adddrop: 10000 item_drop_add_min: 1 item_drop_add_max: 1000 // Rate adjustment for Treasure Box drops (these override all other modifiers) item_rate_treasure: 100 item_drop_treasure_min: 1 item_drop_treasure_max: 1000 // Use logarithmic drops? (Note 1) // Logarithmic drops scale drop rates in a non-linear fashion using the equation // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables) // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used: // Y: Original Drop Rate // X: Rate drop modifier (eg: item_rate_equip) // X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // -----+--------------------------------------------------------------- // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92 // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13 // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98 // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69 // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64 // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53 //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13 //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100% //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100% item_logarithmic_drops: no // Can the monster's drop rate become 0? (Note 1) // Default: no (as in official servers). drop_rate0item: no // Makes your LUK value affect drop rates on an absolute basis. // Setting to 100 means each luk adds 0.01% chance to find items // (regardless of item's base drop rate). drops_by_luk: 0 // Makes your LUK value affect drop rates on a relative basis. // Setting to 100 means each luk adds 1% chance to find items // (So at 100 luk, everything will have double chance of dropping). drops_by_luk2: 0 // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100) finding_ore_rate: 100 // Whether or not Marine Spheres and Floras summoned by Alchemist drop items? // This setting has three available values: // 0: Nothing drops. // 1: Only marine spheres drop items. // 2: All alchemist summons drop items. alchemist_summon_reward: 1 // Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) *** // Note: It also announces STEAL skill usage with rare items // 0 = don't show announces at all // 1 = show announces for 0.01% drop chance items // 333 = show announces for 3.33% or lower drop chance items // 10000 = show announces for all items rare_drop_announce: 0
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yes only novice to trans class..
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oh im using ea.. sorry heres my jobchanger can you modify it thank you.. //===== eAthena Script ======================================= //= eAthena Jobchanger AKA Job Master //===== By: ================================================== //= eAthena Dev Team [Ori:LunatikBunnie] [Cur:Lance] //===== Current Version: ===================================== //= 1.5a //===== Compatible With: ===================================== //= eAthena SVN Trunk 6674 //===== Description: ========================================= //= Changes your job without asking too much //= For other info, please contact me at [email protected] //= Editted menu to avoid button mashing. //= 1.3 Added TK/SL/SG, thanks to Haplo. Fixed minor bugs [Lupus] //= script leaves grabage variable: 'lastJob' //= 1.4 Added NJ/GS, changed all job numbers to Job_* constants. //= All credits go to pxxx [Skotlex] //= 1.5 Rewrite everything from scratch. [Lance] //= 1.5a fixed Baby -> Super Baby change. Switched to JobName() [Lupus] //============================================================ prontera,152,190,5 script Job Master 123,{ mes "^ff0000[Job Master]^000000"; if(Upper == 1 && Class >= Job_Lord_Knight) goto L_noReq; if(SkillPoint != 0){ mes "I'm sorry, please use up all your skill points before changing jobs"; mes "Please come again soon!"; close; } if(JobLevel < 10) goto L_LvError; switch(Class){ case Job_Novice_High: case Job_Baby: case Job_Novice: skill 142,1,0; skill 143,1,0; mes "Welcome, please select the job you wish to change into"; if(lastJob != 0 && Class == Job_Novice_High){ switch(lastJob){ case Job_Knight: case Job_Crusader: set @target_job, Job_Swordman_High; break; case Job_Monk: case Job_Priest: set @target_job, Job_Acolyte_High; break; case Job_Alchemist: case Job_Blacksmith: set @target_job, Job_Merchant_High; break; case Job_Rogue: case Job_Assassin: set @target_job, Job_Thief_High; break; case Job_Wizard: case Job_Sage: set @target_job, Job_Mage_High; break; case Job_Hunter: case Job_Bard: case Job_Dancer: set @target_job, Job_Archer_High; break; } } else { switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief", "Super Novice","Taekwon","Gunslinger","Ninja")){ case 7: if(Class == Job_Novice_High) goto L_noReq; if($@JC_SupNovM > BaseLevel) goto L_BvError; if(Upper == 2) set @target_job, Job_Super_Baby; else set @target_job, Job_SuperNovice; break; case 8: if(Class == Job_Novice_High) goto L_noReq; if(Upper == 2) goto L_noReq; set @target_job, Job_Taekwon; break; case 9: case 10: if(Class == Job_Novice_High || Upper == 2) goto L_noReq; set @target_job, @menu + 15; break; default: set @target_job, @menu; if(Class == Job_Novice_High) set @target_job, @target_job + 4001; break; } } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes") == 2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; break; default: if(JobLevel < $@JC_MinimumJB) goto L_LvError; deletearray @job_opt, getarraysize(@job_opt); if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){ if(lastJob != 0){ set @target_job, lastJob + 4001; } else { switch(Class){ case Job_Swordman_High: case Job_Baby_Swordman: case Job_Swordman: set @job_opt[0], Job_Knight; set @job_opt[1], Job_Crusader; break; case Job_Mage_High: case Job_Baby_Mage: case Job_Mage: set @job_opt[0], Job_Wizard; set @job_opt[1], Job_Sage; break; case Job_Archer_High: case Job_Baby_Archer: case Job_Archer: set @job_opt[0], Job_Hunter; if(Sex == 0) set @job_opt[1], Job_Dancer; else set @job_opt[1], Job_Bard; break; case Job_Acolyte_High: case Job_Baby_Acolyte: case Job_Acolyte: set @job_opt[0], Job_Priest; set @job_opt[1], Job_Monk; break; case Job_Merchant_High: case Job_Baby_Merchant: case Job_Merchant: set @job_opt[0], Job_Blacksmith; set @job_opt[1], Job_Alchemist; break; case Job_Thief_High: case Job_Baby_Thief: case Job_Thief: set @job_opt[0], Job_Assassin; set @job_opt[1], Job_Rogue; break; default: set @job_opt[0], Job_Star_Gladiator; set @job_opt[1], Job_Soul_Linker; break; } mes "Welcome, please select the job you wish to change into"; set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1]; if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001; } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes")==2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; } if(checkfalcon() || checkcart() || checkriding()) goto L_remove; if((Class >=Job_Knight) && (Class <=Job_Crusader2)){ mes "Do you want to reborn?"; if(select("Yes","No")==1){ if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh; set lastJob, Class; if(Class == Job_Knight2){ set lastJob, Job_Knight; } else { if(Class == Job_Crusader2){ set lastJob, Job_Crusader; } } jobchange Job_Novice_High; resetlvl(1); skill 142,1,0; skill 143,1,0; } close; } } mes "Looks like something has gone wrong. Please report to the eAthena Development Team about this error."; close; L_GivePlat: if (BaseClass==Job_SuperNovice) goto L_sSuperN; if (BaseClass==Job_Swordman) goto L_sSword; if (BaseClass==Job_Mage) goto L_sMage; if (BaseClass==Job_Archer) goto L_sArcher; if (BaseClass==Job_Acolyte) goto L_sAcolyte; if (BaseClass==Job_Merchant) goto L_sMerchant; if (BaseClass==Job_Thief) goto L_sThief; close; L_sSuperN: skill 142,1,0; close; L_sSword: skill 142,1,0; skill 144,1,0; skill 145,1,0; skill 146,1,0; close; L_sMage: skill 142,1,0; skill 157,1,0; close; L_sArcher: skill 142,1,0; skill 147,1,0; skill 148,1,0; close; L_sAcolyte: skill 142,1,0; skill 156,1,0; close; L_sMerchant: skill 142,1,0; skill 153,1,0; skill 154,1,0; skill 155,1,0; close; L_sThief: skill 142,1,0; skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; close; L_cantCh: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_LvError: mes "I'm sorry, you do not seem to have enough Job Levels"; mes "Please come again soon!"; close; L_BvError: mes "I'm sorry, you do not seem to have enough Base Levels"; mes "Please come again soon!"; close; L_noReq: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_remove: mes "Please remove your cart,falcon or peco"; mes "Please come again soon!"; close; OnInit: // Variable Setup set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40) set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes) set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45) end; }
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when i click the Npc It does not view anything..
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check your packet version and ung sa version nia sa clientinfo.xml pre..
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meron pong program na pwede mag basa ng error nkalmutan ko lang hanapn nio nlng po..
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Help me to have jobchanger that can make you trans even though youre a novice. Novice -> Trans w/ gunner
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related to my problem hope that someone will help us
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how can i install flux in my webhost im using linux vps also.. help me pls...
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Requesting for Client and data for 17230 trunk
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svn 17230 cliend and data help me pls. or teach me what to do..
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any recommendation to 17230 rathena trunk help me to have the data folder and the client
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Im sorry that i cannon explain how they can hack it but as i observed they can get any items in that npc. this was also the problem of other eatena member before..
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so thats they hacked it? by using @mail?