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Everything posted by Stolao
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I'm trying to create ragnarok offline server but this error
Stolao replied to Family Guy's question in Client-side Support
Access denied to user 'ragnarok' password ' ' double check make sure you have a login account in your slq account 0 user ragnarok password xxxx and sex (for get sex for sever give me a min) Also for instant chat support https://discord.gg/0XP9qqhUV9CgUALO -
I'm trying to create ragnarok offline server but this error
Stolao replied to Family Guy's question in Client-side Support
Your failing to connect to your MySQL make sure the server login account matches the user and password you provided -
Yes it's working on lua/lub files I'm using client 2013, and I have several custom classes added. The extra files you need are included with nemo let me find that guild on how to do it, though it's for Hercules not rAthena so there are a few minor differences but essentially the same. Guild: http://herc.ws/wiki/Custom_jobs rAthena chat: https://discord.gg/0XP9qqhUV9CgUALO If I'm online I can walk you through it for the most part
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Very good map(s) from what I can see. But like azura said post some in game images so we can see the lighting, if you need help with that just let azura chemi or myself know we can all assist, or give us a shout on https://discord.gg/0XP9qqhUV9FS9qll
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Nemo has this feature built in, he also post a guild on Hercules on how to get working
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Neo (guy who makes nemo) has one on Hercules forums, its basically the same for rAthena
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Breaks? Um this script just buys it I'm confused now for cost of 10 coins... What you mean breaks? This isn't a slotted it just gives you item 2918, 2919, 2920, 2921 or 2922 so if you have those items in your item db you should get them Try using @item 2918 see what it gives you..
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Thanks man SIMPLE EXAMPLE YOUR GREATOne more thing sir im using Star Glad Class !! is that ok to use? and put custom icon and skill on star glad class but that job have own skill and name !! its ok if i remove all skill on src files and db files? Why not just write a custom class outright? Instead of replacing
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script that will create a character in your account
Stolao replied to joelolopez's question in Script Requests
Character creation for an empty character slot for the attached account, with set level stats hairstyle and etc. Sound like a neat idea -
fails how sir, script works fine or me
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Can u share it?
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Four Thousand and Fourteen
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My brain hurts just thinking about doing that, I'll pass....
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Meteor Assault not affected by Hydra/Turtle General
Stolao replied to Justapoxx's question in Source Support
This is in the skill_db.txt under inf or inf2 I forget, no need for a source edit. Just tweek the db settings for that skill -
Equip, unequip, de/buffs, adding skill points, adding stat points, changing maps, de/buffs ending, changing map/ teleporting on same map, logging in... I think that's them all.
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Put NPC on said map. Then have a donpcevent triggering that NPC to addrid.
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status.c change // Natural Hp regen if (flag&RGN_HP) { rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi)); if (ud && ud->walktimer != INVALID_TIMER) rate /= 2; // Homun HP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type == BL_HOM) rate *= 2; regen->tick.hp += rate; if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) { int val = 0; do { val += regen->hp; regen->tick.hp -= battle_config.natural_healhp_interval; } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); if (status_heal(bl, val, 0, 1) < val) flag &= ~RGN_SHP; // Full. } } // Natural SP regen if(flag&RGN_SP) { rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi)); // Homun SP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type==BL_HOM) rate *= 2; #ifdef RENEWAL if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) rate /= 2; // Tick is doubled in Fury state #endif regen->tick.sp += rate; if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) { int val = 0; do { val += regen->sp; regen->tick.sp -= battle_config.natural_healsp_interval; } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); if (status_heal(bl, 0, val, 1) < val) flag &= ~RGN_SSP; // full. } } if (!regen->sregen) return flag; // Skill regen sregen = regen->sregen; if(flag&RGN_SHP) { // Skill HP regen sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.)); while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) break; // Full } } if(flag&RGN_SSP) { // Skill SP regen sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.)); while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { int val = sregen->sp; if (sd && sd->state.doridori) { val *= 2; sd->state.doridori = 0; if ((rate = pc_checkskill(sd,TK_SPTIME))) sc_start(bl,bl,status_skill2sc(TK_SPTIME), 100,rate,skill_get_time(TK_SPTIME, rate)); if ( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && rnd()%10000 < battle_config.sg_angel_skill_ratio ) { // Angel of the Sun/Moon/Star clif_feel_hate_reset(sd); pc_resethate(sd); pc_resetfeel(sd); } } sregen->tick.sp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, 0, val, 3) < val) break; // Full } } return flag; } to // Natural Hp regen if (flag&RGN_HP) { rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi)); if (ud && ud->walktimer != INVALID_TIMER) rate /= 2; // Homun HP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type == BL_HOM) rate *= 2; regen->tick.hp += rate; if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) { int val = 0; do { val += regen->hp; val *= multi; regen->tick.hp -= battle_config.natural_healhp_interval; } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); if (status_heal(bl, val, 0, 1) < val) flag &= ~RGN_SHP; // Full. } } // Natural SP regen if(flag&RGN_SP) { rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi)); // Homun SP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type==BL_HOM) rate *= 2; #ifdef RENEWAL if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) rate /= 2; // Tick is doubled in Fury state #endif regen->tick.sp += rate; if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) { int val = 0; do { val += regen->sp; val *= multi; regen->tick.sp -= battle_config.natural_healsp_interval; } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); if (status_heal(bl, 0, val, 1) < val) flag &= ~RGN_SSP; // full. } } if (!regen->sregen) return flag; // Skill regen sregen = regen->sregen; if(flag&RGN_SHP) { // Skill HP regen sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.)); while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) break; // Full } } if(flag&RGN_SSP) { // Skill SP regen sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.)); while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { int val = sregen->sp; val *= multi; if (sd && sd->state.doridori) { val *= 2; sd->state.doridori = 0; if ((rate = pc_checkskill(sd,TK_SPTIME))) sc_start(bl,bl,status_skill2sc(TK_SPTIME), 100,rate,skill_get_time(TK_SPTIME, rate)); if ( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && rnd()%10000 < battle_config.sg_angel_skill_ratio ) { // Angel of the Sun/Moon/Star clif_feel_hate_reset(sd); pc_resethate(sd); pc_resetfeel(sd); } } sregen->tick.sp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, 0, val, 3) < val) break; // Full } } return flag; } and that should work and if that doesnt work change status.c if (flag&(RGN_HP|RGN_SP)) { if(!vd) vd = status_get_viewdata(bl); if(vd && vd->dead_sit == 2) multi += 1; //This causes the interval to be halved if(regen->state.gc) multi += 1; //This causes the interval to be halved } to if (flag&(RGN_HP|RGN_SP)) { if(!vd) vd = status_get_viewdata(bl); if(vd && vd->dead_sit == 2) multi += 3; //This causes the interval to be halved if(regen->state.gc) multi += 3; //This causes the interval to be halved }
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What git version arebyiu using, because I just did this the other day and that's not the code to change. I'll post method when I'm home if no one else does before then
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[mechanic] question about autoloot (map_flooritem after death)
Stolao replied to anacondaq's question in General Support
I know this happens however I've always assume it was as intended. Since you technically die before the mob creates the drops. -
[Free Release] Cherry Blossom Field.
Stolao replied to Chemical Crush's topic in Maps & 3D Modeling Showcase
Chem it looks good, glad you redid it. -
Odd that's how I edit my script collection every time... Maybe it just bugged out on you?
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Stolao's Script Collection [Update 2018-06-02_08:16]
Stolao replied to Stolao's topic in Script Collections
Let me know There's a syntax error on line 36. It is missing " before ; I'm testing functionalities now. We have some issues again and they are weird lol Upon using @relog: 1) It returns a message saying "You cannot find any trace of a Boss Monster in this area" this means it is trying to do similar effect with Convex Mirror. 2) It says "You have collected your daily reward, for 0 day in a row.". On your first day I think it should say 1 day in a row. Then on your 2nd day, 2 day in a row. 3) This is weird, it changed my character's outfit to "Summer". lol and I can't do any skill. Indefinite time as well. 2) on message I'll edit to be day+1 for what it tells you. 1, 3) Those are the effects from buffs, the numbers of buffs changed since I wrote these examples I think I'm going to re write the buff part to be more configurable I think I'm going to re write the buff part to be more configurable -
Stolao's Script Collection [Update 2018-06-02_08:16]
Stolao replied to Stolao's topic in Script Collections
Let me know