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How to add normal id player in my offline ragnarok server ?


Faith2814

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I've created an offline ragnarok server based on https://artisticmachine.wordpress.com/2013/09/15/ragnarok-offline-eathena-server-setup-diy/

I need help in adding normal player id ingame ,so that i can play solo (normal id) offline and be GameMaster at the same time.

 

Step by Step much appreciated!

Thanks in advance! :)

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// Can you use _M/_F to make new accounts on the server?
new_account: yes

Found in login_athena.conf, find that line and see if it is set, if it is set to no, change to yes, restart your server then log in using _m/_f method when creating an account for the first time.

--

If you want to be a GM, you'll have to go inside your database, then proceed to login table, then look for group id for your account and change it to 99

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// Can you use _M/_F to make new accounts on the server?
new_account: yes

Found in login_athena.conf, find that line and see if it is set, if it is set to no, change to yes, restart your server then log in using _m/_f method when creating an account for the first time.

--

If you want to be a GM, you'll have to go inside your database, then proceed to login table, then look for group id for your account and change it It

 

Yeah it work! Thanks a bunch!~

 

* Any idea how to edit the effect of cards in offline server ? I @item a doppelganger card and the card only provide me 4 attspd.

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Thnks alot ! ;)

 

*Need help! even if i set mvp cards drop at 100% there wont be any card dropping out.

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use @reloadmobdb

 

confirm the rates using @rates command
or
specifically check that monster drops using @mi <monster name/monster id>

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I tried but still the same.

Here's some references for you.

 

http://postimg.org/image/hn4sls6rh/

//      ______  __    __                                
//     /\  _  \/\ \__/\ \                               
//   __\ \ \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: 3000

// 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: 1000

// 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: 1000

// 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: 10000
// 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: 10000
// 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: 2000
// Item drop rates (Note 2)
// The rate the common items are dropped (Items that are in the ETC tab, besides card)
item_rate_common: 5000
item_rate_common_boss: 5000
item_drop_common_min: 1
item_drop_common_max: 5000
// The rate healing items are dropped (items that restore HP or SP)
item_rate_heal: 5000
item_rate_heal_boss: 5000
item_drop_heal_min: 1
item_drop_heal_max: 5000
// The rate at which usable items (in the item tab) other then healing items are dropped.
item_rate_use: 5000
item_rate_use_boss: 5000
item_drop_use_min: 1
item_drop_use_max: 5000
// The rate at which equipment is dropped.
item_rate_equip: 5000
item_rate_equip_boss: 5000
item_drop_equip_min: 1
item_drop_equip_max: 5000
// The rate at which cards are dropped
item_rate_card: 10000
item_rate_card_boss: 10000
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: 10000
item_drop_mvp_min: 1
item_drop_mvp_max: 10000

// The rate adjustment for card-granted item drops.
item_rate_adddrop: 10000
item_drop_add_min: 1
item_drop_add_max: 10000
// Rate adjustment for Treasure Box drops (these override all other modifiers)
item_rate_treasure: 100
item_drop_treasure_min: 1
item_drop_treasure_max: 5000

// 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 10%) ***
// Note: It also announces STEAL skill usage with rare items
// 0 = don't show announces at all
// 1 = show announces for 10% drop chance items
// 333 = show announces for 3.33% or lower drop chance items
// 10000 = show announces for all items
rare_drop_announce: 1

please anyone ?? Thanks.


Up~ anyone?

Edited by Emistry
codebox
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  1. // The rate at which cards are dropped
  2. item_rate_card: 10000
  3. item_rate_card_boss: 10000
  4. item_drop_card_min: 1
  5. item_drop_card_max: 10000

 

increase the value of item_rate_card_boss,

 

 

NOTE: 10000 = 100x ( default ),

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  1. // The rate at which cards are dropped
  2. item_rate_card: 10000
  3. item_rate_card_boss: 10000
  4. item_drop_card_min: 1
  5. item_drop_card_max: 10000

 

increase the value of item_rate_card_boss,

 

 

NOTE: 10000 = 100x ( default ),

 

I set it to 100% card drop on boss mvp but still there wont be any drop on cards.

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May I know what guide you're using? Thank you.

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