-
Posts
1443 -
Joined
-
Last visited
-
Days Won
40
Content Type
Profiles
Forums
Downloads
Jobs Available
Server Database
Third-Party Services
Top Guides
Store
Crowdfunding
Everything posted by Stolao
-
Updated post, if anyone is interested in testing ill be opening it up once i get a new CP setup
-
Why not ask original maker to convert first?
-
Card Stacking Limit Script ( Willing to Pay )
Stolao replied to Ahmad Rashidi's question in Script Requests
this should work fine also looking at the codes 2,3 and 5 should also work..... so my bets are on @Ahmad Rashidi making mistakes in implementing them Edit: correction it will never return > 1 *isequipped(<id>{,<id>{,<id>{,<id>}}}) This function will return 1 if the invoking character has all of the item IDs given equipped (if card IDs are passed, then it checks if the cards are inserted into slots in the equipment they are currently wearing). Theoretically there is no limit to the number of items that may be tested for at the same time. If even one of the items given is not equipped, 0 will be returned. // (Poring,Santa Poring,Poporing,Marin) if (isequipped(4001,4005,4033,4196)) mes "Wow! You're wearing a full complement of possible poring cards!"; // (Poring) if (isequipped(4001)) mes "A poring card is useful, don't you think?"; The function was meant for item scripts to support the cards released by Gravity in February 2005, but it will work just fine in normal NPC scripts. try replacing it with isequippedcnt(4403); -
https://github.com/rathena/rathena/pull/2370 I fixed in a PR we should push it to master shortly
-
Stolao was the main character in a Story i wrote forever ago, so i ended up taking the name on myself when I got into online gaming. About 15 years ago.... thank you i feel old again...
-
Un-hIdden Ya Phalanx is a lot of fun, think my favorite class will be either Druid or Ronin
-
The Primary goal of this Project is to Increase the number of playable classes in a pre-renewal style environment, currently from 17 to 29 final classes. Other Planned changes include revamping and extending weapon crafting plus adding in; armor, garment, footgear, shield, basic accessory and basic headgear crafting. Increasing Number of Instances, Adding in new Systems such as; Mining, Housing, Guild Halls, Fishing, Weapon Mastery, Player Markets, Improved Enchanting All Classes Except Druid are already done and playable Adept: 1-1 Class A single target Mage with a wide array of elements and weak support skills. Primary Weapon is Rod or Book, can also use maces, daggers and ax Viking: 2-1 Class A single target Melee DPS, with damage buffs, Has the Unique Skill Last Stand, which lets them survival lethal damage at a chance Primary Dual Ax Mystic: 2-2 Class A single target Mage with a wide array of elements each with a unique effect and improved aoe support skills. Primary Weapon is Rod or Book Pirate: 1-1 Class A single target DPS class, using a wide range of skill types, skills can crit Primary Weapons are Sword and Gun Buccaneer: 2-1 Class A DPS class, expands on Pirates Skills granting status effects and bonus damage to those effected, skills can still crit Primary Weapons are Sword and Gun + Bombs Mercenary: 2-2 Class A single target DPS class, focuses more on gun skills that grant effects and killing targets. skills can still crit. Has a bounty System letting Mercenaries earn extra Zeny and get stronger as they complete more bounties. Primary Weapons are Sword and Gun Samurai: 1-1 Class A DPS class, has a few minor damage skills, and the ability to Heal Wounds making them sustain very well, and has Elemental Weapon buffs for versatile fighting styles. Primary weapon is Swords Ronin: 2-1 Class A mobile DPS class, has 3 primary stances of fighting each with its own strengths and weaknesses as well as mobility skills to go in and out of combat quickly. Primary Weapon is One-Handed Sword Daimyo: 2-2 Class A Tanky DPS class, Deals high damage while breaking your opponents will to fight, good in the long sustained fights. Primary Weapon is Two-Handed Sword Spearman: 1-1 Class Very similar to swordsman but uses Spears obliviously. Primary Weapon is a spear Phalanx: 2-1 Class A Tanky DPS class, very strong in groups due to Legion skill giving more HP and Damage per Phalanx in party. Primary Weapon is a Spear and Shield Draconier: 2-2 Class A DPS class, Can enter and break up a fight easily, trades deference for more damage and has group Damage buff. Primary Weapon is a Spear Spiriter: 1-1 Class Low DPS mage with very strong support skills. Has te ability to make ally immune to either Physical or Magic skills as well as turn own element into ghost. Primary Weapon is a book Esper: 2-1 Class Low DPS mage with very strong support skills. Has a wide array of strong support skills that effect both target and self but only one effect at a time. Can also summon monsters to fight along side you. Primary Weapon is a book Macabre: 2-1 Class Low DPS mage with very strong anti support skills. Has a wide array of debuffs to apply on enemies,can also cure other macabre debuffs if an ally gets effected. Primary Weapon is a book [Place Holder Icons] Necromancer: Extended Class A summoning or DPS mage. Can build an army of undead, has high damage aoe skills and has some buff and debuff skills. Primary Weapon is a Staff [Place Holder Icons] Druid: Extended Class Unfinished - TBA Primary Weapons are Claws [Unfinished TBA] Want to Help? I still have not done a lot of things and am willing to accept help for most, the more people take off my hands the more i can finish by my Intended Launch date, I can do any of this myself, however i have time restraints, ill be posting Job openings on forums Later this month Help me with testing, I'm currently holding a semi open beta till November right before my [planned launch, accounts will be wiped other then 50 items but players will receive reward box on startup Graphics Artist for Logos and Such Web Designer Job Quest Design / Scripting Platinum Skill Quest Misc NPCs to fill new maps Item Combo Ideas Card Effects for New classes (Have someone working on) Website WIP: http://home.projecteinherjar.com/ Discord https://discord.gg/VcKQZdQ
-
Stolao's Script Collection [Update 2018-06-02_08:16]
Stolao replied to Stolao's topic in Script Collections
-
this would require a some custom SRC edits
-
Stolao's Mining [4.4B] -Unsupported, Bug Fixes Only-
Stolao replied to Stolao's topic in Utility Script Releases
looks like line 437 has a "{" when it shouldn't, removing should fix ill update when I'm home -
Stolao's Script Collection [Update 2018-06-02_08:16]
Stolao replied to Stolao's topic in Script Collections
Git hash? Any modifications? any Modifications to your groups.conf? -
just wanted to tell you again, these are awesome lol
-
whats your GIt Hash? Whats your client Version? please provide as much information as possible when asking for help
-
its a custom function in him common library you have to make sure his common library is installed as well
-
yes its possible i suggest you look into the script commands delitem2 and getitem2, along with the other inventory commands also i recommend checking that player only has 1 of said item in inventory.
-
i have confirmed this is a bug ,however it appears to be in the duration not the application of the effect. when testing with Curse (as it has the most indicators) i noticed my stats and model would change for less then 1 seconds before changing back i went ahead and submitted a bug report here if you have time to test further please add onto the issue
-
ah he modified my original script and it stopped working https://github.com/Stolao/Npc_Release/blob/master/Daily_Reward/DailyReward.txt but yes as Z3ro said your missing ')'
-
JobID,Weight,HPFactor,HPMultiplicator,SPFactor,Unarmed,Dagger,1HSword,2HSword,1HSpear,2HSpear,1HAxe,2HAxe,1HMace,2HMace(unused),Rod,Bow,Knuckle,Instrument,Whip,Book,Katar,Revolver,Rifle,Gatling Gun,Shotgun,Grenade Launcher,Fuuma Shuriken,2HStaff,Shield you would edit all 440 and on lowering them by 30.... ie 440 -> 410 i wouldn't bother editing the 2000 as those are gear assassins cant use
-
Some Questions about console error about mob skill & produce db
Stolao replied to ItsFree's question in Database Support
#define MAX_SKILL_PRODUCE_DB 300 /// Max Produce DB in skill.h and #define MAX_MOBSKILL 50 //Max 128, see mob skill_idx type if need this higher in map.h -
this looks like you probably didn't select the correct translated file when you did the patch, double check your file selection (works fine for me)
-
whats your Git Hash? do you have any modifications? are you using rAthena? please be informative about your post
-
x element attacks are n stronger (physical)
Stolao replied to Scylla's question in Scripting Support
no however i know there was a custom one released of that effect either by Cydh or Epoque i forget which -
It's setup for the entire account but just need to change very little to change that. I have it with 2 configurable settings 1) you skip day 2 on day 3 you continue from day 2 2) you skip day 2 on day 3 you start back at day 1 again
-
Haha someone sounds like akky <3
-
Getarg(0,0) will retrieve the weapon mastery level. If you want to edit just change the formula as you see fit. Also base level will have 0 effect on the bonuses as they are purely based on the weapon mastery level. I would remove + ((1 + getarg(0,0) / 7) *readparam(bStr) / 100) That part from all the base stats as it the only part to scale with something outside the weapon mastery if you want to remove mastery scaling in bonuses remove the getarg(0,0) and replace with a readparam(type)