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Posts posted by Stolao
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On 6/4/2018 at 6:31 AM, ohyono said:
I am very anxious waiting for that modification of the src. Add your system to my SAO but it is always better to have it as a direct skill.
Don't hold your breath, i plan on releasing this when my server hits 50 active players to rAthena. It's currently at 5.
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I'm not going to be updating this script anymore other then bug fixes as I'm no longer using it myself since I have updated to a SRC based one, i will eventually release the SRC one.

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Updated Mining 4.48 -> 4.4B
4.49 Removed use of 'set' 4.4A Fixed not collecting later rewards 4.4B Changed Iron Break Chance from 1200 -> 120 -
On 5/23/2018 at 1:29 PM, interring said:
Hello Stolao, thanks for the script. I think the 1200(Damage Chance) in the script should be 120.
OnMineIron: MiningSpawn(1,2); MiningFunc(10,10,.Pick[0],7,1200,rand(25,70),7049,1000,1002,1000,7049,1000,1002,1000,7049,1000,1002,2000,984,1500,1002,4500,1002,2500,998,5000); end; Fixed in 4.4B
Update 4.48 -> 4.4B4.49 Removed use of 'set' 4.4A Fixed not collecting later rewards 4.4B Changed Iron Break Chance from 1200 -> 120
Note: I'm not going to be updating this script anymore other then bug fixes as I'm no longer using it myself since I have updated to a SRC based one, i will eventually release the SRC one.
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5 hours ago, funfair91 said:
Hope I am not too late.
for(set [email protected],6; [email protected] < getargcount() && [email protected]; set [email protected], [email protected] + 2 ){ if ((getarg([email protected] + 1,0) + MineMaster * ([email protected] - 5) / 7) > rand(10000)) { getitem getarg([email protected],7049),1; set [email protected],1; } }Remove the - 6 from the for loop and it work. The reason is that is that it will stop at max value - 6, which will remove the last 6 arguments which then you will only receive stone all the time.
ya looks like you were right, i went ahead and updated my git, i don't really support this script anymore though since i use an SRC version myself now
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On 5/28/2018 at 1:30 PM, poliester said:
I would like to know if to add the navigation system to custom maps as well as custom npc. If I could do what I would do?
Pretty sure this is client side only. I have yet to play with myself but I have seen the files (on phone can't list off head)
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On 5/30/2018 at 2:10 PM, Capuche said:
@Poring King I'm a sensitive person and your edition just hurts me. Don't do this again. You have initialized the variable everytime the player interacts with the npc, breaking the interaction limit
@Capuche this comment made my day ty.
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Updated Auto Event
2.38 -> 2.5A 2.39 Added Find th Baphomet 2.3A Added Grab the Candy! 2.3B Added Monsters Counting (requires the server to be compiled with regular expressions library enabled) 2.3C Combined OnPCLogout Events 2.3D Added Disgusie Event 2.3E Replaced 'strnpcinfo()' type 0 and 1 with type 3 2.3F Removed dependencey on regular expressions library for Disguise and Coutning 2.40 Fixed Poring Event setting mapflags non-dynamic map 2.41 Added Fabre Event 2.42 Fixed Emp Event Failing to annouce not enough players 2.43 Fixed Zombie Failing to start due to negative index 2.44 Added Devil Square 2.45 Certain mapflags no loger removed on events end 2.46 Warp Players to Save instead of Prontera 2.47 Made default time for emp event ~23 Days 2.48 Added a player death check to zombie event 2.49 Fixed a loop issue in PVP 2.4A Players warp to prontera instead of save, apperenetly map warp doesnt support "Save" 2.4B Fixed Lucky Pick 2.4C Fixed a missing "" in maze event 2.4D Added a check so Mushroom Event will always have at least 1 mushroom 2.4E Fixed incorrect map index for Mushroom and Bapho events 2.4F Fixed incorrect event index for Mushroom and Bapho events 2.50 Added a Gm diplay count for mob counting event if Testmode is enabled 2.51 Removed map warp from counting event 2.52 Counting event now properly removes mobs at events end 2.53 Removed SQL dependency from Fabre event 2.54 Added Warp out for disgusie event 2.55 Disabled Countdown timer in disguse event 2.56 Fixed incorrect Rules check 2.57 Added a Gm diplay mob name for disguise event for gm 99 2.58 Fixed incorrect mapindex for disguise event 2.59 Devil Square now rewards all players once last chest is killed 2.5A Fabre event now propery kills monsters at end -
Updated 2.38 -> 2.5A 2.39 Added Find th Baphomet 2.3A Added Grab the Candy! 2.3B Added Monsters Counting (requires the server to be compiled with regular expressions library enabled) 2.3C Combined OnPCLogout Events 2.3D Added Disgusie Event 2.3E Replaced 'strnpcinfo()' type 0 and 1 with type 3 2.3F Removed dependencey on regular expressions library for Disguise and Coutning 2.40 Fixed Poring Event setting mapflags non-dynamic map 2.41 Added Fabre Event 2.42 Fixed Emp Event Failing to annouce not enough players 2.43 Fixed Zombie Failing to start due to negative index 2.44 Added Devil Square 2.45 Certain mapflags no loger removed on events end 2.46 Warp Players to Save instead of Prontera 2.47 Made default time for emp event ~23 Days 2.48 Added a player death check to zombie event 2.49 Fixed a loop issue in PVP 2.4A Players warp to prontera instead of save, apperenetly map warp doesnt support "Save" 2.4B Fixed Lucky Pick 2.4C Fixed a missing "" in maze event 2.4D Added a check so Mushroom Event will always have at least 1 mushroom 2.4E Fixed incorrect map index for Mushroom and Bapho events 2.4F Fixed incorrect event index for Mushroom and Bapho events 2.50 Added a Gm diplay count for mob counting event if Testmode is enabled 2.51 Removed map warp from counting event 2.52 Counting event now properly removes mobs at events end 2.53 Removed SQL dependency from Fabre event 2.54 Added Warp out for disgusie event 2.55 Disabled Countdown timer in disguse event 2.56 Fixed incorrect Rules check 2.57 Added a Gm diplay mob name for disguise event for gm 99 2.58 Fixed incorrect mapindex for disguise event 2.59 Devil Square now rewards all players once last chest is killed 2.5A Fabre event now propery kills monsters at end-
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On 5/26/2018 at 9:44 AM, pajodex said:
Hi, I don't know if this is the right section.. Anyways, is it possible to add custom clans?
Yes ofc it is, but pretty sure it's src not database
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bonus2 bSubRace,RC_PLAYER,x;has effected doram for basically as long as the class has been implemented in rA, also we don't use revision we use git hash now.
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talked in discord a bit, seems this is a limitation of clients before a certain date in 2017, sometime after june at least
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6 minutes ago, jTynne said:
Stalk on! :3
I noticed the LUA stuff and tried getting it to work a year ago with the June 2017 client, but couldn't get past the 3999 limit without custom monsters displaying as Porings. Hrm.
you probably made mistake in adding them, monsters begin again at 25000
JT_EVENT_MON_BEGIN = 25000,files thats need adding to are
jobname.lub jobidentity.lub NPCIdentity.lubalso ofc need the files in right part of the grf
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1 hour ago, jTynne said:
Howdy,
This is something that I've wanted to see for a number of years. Those of us who have created hundreds of custom monsters eventually run into the same issue once we run out of available IDs: We're limited to using IDs under 3999 for custom monsters, otherwise they will display as a Poring, or overwrite an official monster.
Outside of Xray or Aesir, has anyone developed a working method to extend the monster view IDs beyond the default 1001-3999?
I know that several years ago NEMO had a patch for this, however, it didn't work and thus was removed from the repository, and to my knowledge, no one ever picked it up and got it working, or, created a viable alternative.
If anyone could point me toward a working means to get this feature working with the game client, I'd be most appreciative, or know someone who could be commissioned to perform this task.
Many thanks in advance.

the new LUA formatting of newer clients allows mobs past 3999, there seems to be a hard limit on some of the clients still my old 2013 client had a limit of 12305 or something like that, when i updated to 2015 that limit seems to be removed but I'm not sure of what the new limit is.
-feels like I'm stalking you..... 3 responses to you in a row-
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1 hour ago, jTynne said:
BUMP / Re-Introduction:
Hi, my name is still Justin! I'm now 30 and have two Masters degrees, and teach full-time.
I left the RO scene about two years ago to focus on wrapping up my undergrad and also focus on my graduate studies in music. Now that I'm finished with school (for the foreseeable immediate future, at least), I'm back in RO-land doing hoodrat shit with my friends.
If any oldbies are still around these parts, hello! And any new faces I've yet to meet, hello!
Welcome back, glad to see old faces coming back. I still have at least one of your releases sitting on my HDD waiting to be added to my project whenever i finally get a chance.
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renewal changed a lot, some good some bad.
But the difference is quite big, to name a few,.
Pre-- Armor caps at 99 and the formula is pretty strong and easy to tank
- Refine limit is 10
- Gaining stats slowly increases in cost
- No 3rd classes (duh)
- A poring always give same exp
- Stronger monsters are more rewarding
- Skills only have variable cast time, Instant Cast is possible
- 10 level exp share
Renewal
- Armor isn't Capped (i think that's a good thing), and is calculated much differently
- Refine limit is 20
- post 100 gaining stats requires much more stat points
- 3rd class skills which completely out preform most trans skills
- larger level difference to a mob means less exp and drops up to 10 levels
- stronger monsters are not as rewarding,on reason to kill them is to not get exp or drop penalties
- cant get instant cast
- 15 level exp share
Edit:
II' sure i missed a few core things but think this covers most -
3 hours ago, jTynne said:
No donation required; The files are out there. If you feel like sending cash, feel free, but it's not required.
think he was asking since the downloads no longer work, and your website is a dead link now
Edit:
that said, nothing dies on the internet, i was able to find in within a few mins-
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https://github.com/rathena/rathena/blob/master/doc/item_db.txt
Rtfm
Edit: Moved wrong damn section -_-
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UMOB_DMGIMMUNE
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5 hours ago, footloose23 said:
Sir where do i exactly put the maps in the server? Can you help me out? I want to use this but in order to do so i need to put it in the right folder and i dont know where i need to put it.
Data/
Or grf/data
Also need to update mapinfo maps conf and mapcache there should be a guide on how to do this please use your available resources and try yourself
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I was technically around during the eA days however i made very few post and released nothing mostly lurked and downloaded everything free like a leech.
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[email protected] does not exist, you need to add it to your mapcache
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Updated Topic Added reworked Necromancer Skill Tree

Stolao's Daily Login Reward [v2.0B]
in Utility Script Releases
Posted
Life insurance has an icon, it's a red scythe.
This is just a baseline script feel free to change anything you want. As for what sc to use, not particularly no.