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Stolao

Developer
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Everything posted by Stolao

  1. Replace the cash shop with a pointshop -%TAB%pointshop%TAB%<NPC Name>%TAB%<sprite id>,<costvariable>{:<discount>},<itemid>:<price>{,<itemid>:<price>...}
  2. @Intel I7 5820k I Thank you
  3. Set an array like setarray .Example,501,502,503; Then use a getitem rand(getarraysize(.Example)),1; Or if you wanted items to have different chances like in OBB you can use https://github.com/Stolao/Npc_Release/blob/master/Custom_Functions/F_ItemWeight.txt
  4. Stolao

    Hello~~

    http://www.wildmadagascar.org/overview/leeches.html How to remove a leech
  5. Getitem rand(29997,30297),1; rand(<number>{,<number>}); This function returns a number ... (if you specify one) ... randomly positioned between 0 and the number you specify -1. (if you specify two) ... randomly positioned between the two numbers you specify. rand(10) would result in 0,1,2,3,4,5,6,7,8 or 9 rand(0,9) would result in 0,1,2,3,4,5,6,7,8 or 9 rand(2,5) would result in 2,3,4 or 5
  6. Are any of the numbers between 29997 and 30297 skiped if not just use rand(29997,30297) I think there might be a 128 limit on F_ but I'll have to confirm later, at work.
  7. Just tested and this is not a valid issue mobs do not warp on my test server, you probably failed to copy over a mapflag or something.
  8. No we are still missing client packets I believe, once we get those we will start working on it.
  9. OK, what's your git hash, what's the version of endless tower your using, are there any map server errors? Give us this stuff at least when asking for support thank you.
  10. On my git just pull an old version. Also current version should work for most part on herc should just need a few tweaks.
  11. In renewal the aspd buffs scale with Agi unlike in pre where they are flat precetage reductions in attack delay. So this is the correct official behavior and not a 'bug' to be fixed.
  12. Sir RC_Player Not RC_demihuman Players are their own race
  13. Looks good as usual @Nova keep up the good work. And give @Tokei a break once ina while.
  14. Yes it does, if it didn't translate for you then you probably loaded files in wrong order.
  15. Check for mounts and don't allow then disable at commands on the map.
  16. @Quazy what git hash are you using?
  17. you can only increase its size by 2 fold without editing the sprite as for not increasing stats in https://github.com/rathena/rathena/blob/master/conf/import-tmpl/battle_conf.txt add // Whether or not the size of specially summoned mobs influences experience, drop rates, // and stats. The rates will be doubled for large mobs, and halved for small ones. // This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1) // Default: no mob_size_influence: yes
  18. you didn't define SC_VIP either at all or as an export_constant(); in the least
  19. you would have to remove the restriction any bonus to prevent the from having an effect on arrows case SP_AUTOSPELL: // bonus3 bAutoSpell,sk,y,n; if(sd->state.lr_flag != 2) { int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), target?-type2:type2, type3, val, 0, current_equip_card_id); } break; would need to be case SP_AUTOSPELL: // bonus3 bAutoSpell,sk,y,n; { int target = skill_get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill_get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), target?-type2:type2, type3, val, 0, current_equip_card_id); } break;
  20. You dont need to convert out of hex justneed to add (S.) Novice (2^00): 0x00000001 Swordman (2^01): 0x00000002 Magician (2^02): 0x00000004 Archer (2^03): 0x00000008 Acolyte (2^04): 0x00000010 Merchant (2^05): 0x00000020 Thief (2^06): 0x00000040 Knight (2^07): 0x00000080 Priest (2^08): 0x00000100 Wizard (2^09): 0x00000200 Blacksmith (2^10): 0x00000400 Hunter (2^11): 0x00000800 Assassin (2^12): 0x00001000 Unused (2^13): 0x00002000 Crusader (2^14): 0x00004000 Monk (2^15): 0x00008000 Sage (2^16): 0x00010000 Rogue (2^17): 0x00020000 Alchemist (2^18): 0x00040000 Bard/Dancer (2^19): 0x00080000 Unused (2^20): 0x00100000 Taekwon (2^21): 0x00200000 Star Gladiator (2^22): 0x00400000 Soul Linker (2^23): 0x00800000 Gunslinger (2^24): 0x01000000 Ninja (2^25): 0x02000000 Gangsi (2^26): 0x04000000 Death Knight (2^27): 0x08000000 Dark Collector (2^28): 0x10000000 Kagerou/Oboro (2^29): 0x20000000 Rebellion (2^30): 0x40000000 Summoner (2^31): 0x80000000 Say you want Rebellion and Oboro to wear an item Simply add the Hex together 0x20000000 + 0x40000000 ---------------- 0x60000000 then you want to add Summoner as well 0x60000000 + 0x80000000 ---------------- 0xE0000000 It becomes E because 8 + 6 = 14 = E A = 10 B = 11 C = 12 D = 13 E = 14 F = 15
  21. Stolao

    Asura CAP

    https://github.com/rathena/rathena/blob/master/db/import-tmpl/skill_damage_db.txt will help you adjust the damage or you can edit the source to put a cap on it in.
  22. https://github.com/rathena/rathena/blob/master/doc/item_db.txt There is an explanation on how in there Hope that helps you learn
  23. Best way to find out is to test it on your revision.
  24. What emulator are yoy using and what git hash?
  25. People will watch a bad movie , play a bad game, or read a bad book often its not whats the best option but whats most convenient. So unless something is so bad it's unplayable people will still play it, look at mobile games or the mass of WoW clones for tons of examples. Also people are easily manipulated through artificial self gain and routines even if they don't love the product (that +1 vote points), I could write an essay on why people would do this, why people play 'Skinner Box' games and how these types of system have a negative impact. But maybe I'm over analyzing this. PS I liked reading about that top rankings formula
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