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trenzerai

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  1. This works great since im having problems deleting some characters on my test server but i got errors on my map-serv. It shows like this I dont know if I should create a table on my "ragnarok" schema, everything on those errors are exist on my "logs" schema
  2. Solved @ this script, Im using function because im going to bind the script for 6 different items with 5 different stat additions/deductions, I used this code as the root (on quoted message" and comes up like this: [Start of Single item function script] function script str_r { bonus bStr,40; if( isequippedcnt( 35089 ) >= 2 ) {bonus bStr,-10;} if( isequippedcnt( 35090 ) >= 1 ) {bonus bAgi,15;bonus bStr,-25;} if( isequippedcnt( 35091 ) >= 1 ) {bonus bVit,15;bonus bStr,-25;} if( isequippedcnt( 35092 ) >= 1 ) {bonus bInt,15;bonus bStr,-25;} if( isequippedcnt( 35093 ) >= 1 ) {bonus bDex,15;bonus bStr,-25;} if( isequippedcnt( 35094 ) >= 1 ) {bonus bLuk,15;bonus bStr,-25;} end; } Thx so much for replies. i hope my script would be useful for everybody
  3. Okay ill try to change it, Because if i use viewid 11 (Bow) It doesnt show my custom bow bec. on my weapontable.lub the sprite of the custom bow is "103" Weapontable.lub: Weapon_IDs = { WEAPONTYPE_SBIRD = 103 } WeaponNameTable = { [Weapon_IDs.WEAPONTYPE_SBIRD] = "_35060" } Expansion_Weapon_IDs = { [Weapon_IDs.WEAPONTYPE_SBIRD] = Weapon_IDs.WEAPONTYPE_BOW } WeaponHitWaveNameTable = { [Weapon_IDs.WEAPONTYPE_BOW] = "_hit_arrow.wav" } i even create a 35060 entry for the bow with viewid "11" (which is the bow sprite) and it doesnt show my custom item instead its using the default bow sprite BTW: Im using 2015 client
  4. After i updated my Server to latest rev this is what happened when i'm wearing my custom weapons (apsd 0). even if i put max count of agi and de on my character it doesnt add up its aspd. I dont know if i miss something in my db but i havent change anything before I update my svn Item db: 18141,Soaring_Bird,Soaring Bird,5,0,,100,450,,11,2,0x000A0800,63,2,34,4,50,1,103,{ callfunc "S_Bonus"; },{},{} Myfunction.txt function script S_Bonus { bonus bLongAtkRate,15; bonus bMaxHPrate,20; bonus bDex,15; bonus bAgi,15; if(BaseClass==Job_Hunter) { bonus2 bSkillAtk,46,5; bonus2 bSkillAtk,47,5; bonus2 bSkillAtk,382,5; bonus2 bSkillAtk,2233,5; end; } else if(BaseClass==Job_Rogue) { bonus bLongAtkRate,15; bonus bMaxHPrate,20; } else if(BaseJob==Job_Bard||BaseJob==Job_Dancer) { bonus bLongAtkRate,15; bonus bMaxHPrate,20; end; } } Renewal changes (renewal.h): // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _CONFIG_RENEWAL_H_ #define _CONFIG_RENEWAL_H_ //quick option to disable all renewal option, used by ./configure //#define PRERE #ifndef PRERE /** * rAthena configuration file (http://rathena.org) * For detailed guidance on these check http://rathena.org/wiki/SRC/config/ **/ /** * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder **/ /// Game renewal server mode /// (disable by commenting the line) /// /// Leave this line to enable renewal specific support such as renewal formulas #define RENEWAL /// Renewal cast time /// (disable by commenting the line) /// /// Leave this line to enable renewal casting time algorithms and enable fixed cast bonuses. /// See also default_fixed_castrate in conf/battle/skill.conf for default fixed cast time (default is 20%). /// Cast time is altered be 2 portion, Variable Cast Time (VCT) and Fixed Cast Time (FCT). /// By default FCT is 20% of VCT (some skills aren't) /// - VCT is decreased by DEX * 2 + INT. /// - FCT is NOT reduced by stats, reduced by equips or buffs. /// Example: /// On a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a FCT /// #define RENEWAL_CAST /// Renewal drop rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item drop rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied /// Based on the http://irowiki.org/wiki/Drop_System#Level_Factor table /// #define RENEWAL_DROP /// Renewal exp rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item exp rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied /// #define RENEWAL_EXP /// Renewal level modifier on damage /// (disable by commenting the line) /// /// Leave this line to enable renewal base level modifier on skill damage (selected skills only) /// #define RENEWAL_LVDMG /// Renewal ASPD [malufett] /// (disable by commenting the line) /// /// Leave this line to enable renewal ASPD /// - shield penalty is applied /// - AGI has a greater factor in ASPD increase /// - there is a change in how skills/items give ASPD /// - some skill/item ASPD bonuses won't stack /// #define RENEWAL_ASPD /// Renewal stat calculations /// (disable by commenting the line) /// /// Leave this line to enable renewal calculation for increasing status/parameter points /// #define RENEWAL_STAT #endif #endif // _CONFIG_RENEWAL_H_ Player.conf // Maximum atk speed. (Default 190, Highest allowed 199) max_aspd: 190 // Same as max_aspd, but for 3rd classes. (Default 193, Highest allowed 199) max_third_aspd: 193 // Max ASPD for extended class (Kagerou/Oboro and Rebellion). (Default 193, Highest allowed 199) max_extended_aspd: 193 I already provided what's possible to be aspd changes. And i just really dont know what happened. Note: Not just the soaring bow custom weapon, i mean Every custom Weapon that i created in the server results to the same problem
  5. Hello everyone, Can anybody help me with this database script. Im using it as function instead of item combo function script str_r { bonus bStr,40; if(isequipped(38089,38089)) { bonus bStr,-20; end; } else if(isequipped(38090,28089)) { bonus bStr,-10; bonus bAgi,30; end; } } Usage: Sample items: str belt a and b and 1 agi belt When i equip the str belt a it should give me +40 to str (single accessory equipped) When i equip both Belts, It would give me a +80 str but will deduct 20 to str, so str = 60 (both accessory equipped) When i equip Str belt a or b and the agi belt, the bonus to agi and str will be +30 P.S. If im @ wrong thread just move this Thanks in advance
  6. Actually i can use the bow with sprite on from wiki: Bows = 1700-1749, 18100-18499 My custom bow is 18141, Oh BTW. Im Using 2015 client. I've tried using 1749 by deleting its contents before but still no arrow, i ll try to figure out if View ID "11"(Bow sprite) have to do with NO arrow showing
  7. Hi to all, Can anybody help me about the job rogue/stalker/shadow chaser because it cant copy skill when hit And also my custom bow doesn't show its arrow when attacking. Im using the updated rev. svn. PS> if im @ the wrong section please move my thread. thx
  8. About the economy. Create a certain item (1 is enough) that rolls all over your server. Lets say [Your server's] Unique token:[Only available thru donates] Make it like 100m zeny per piece for example. It can be traded into donate item or impossibly obtained quest item. In this way, donator and non-donator can be able to start an economical cycle not just thru zeny. (zennies can be earned thru lots of sellable items) Example of this: A donator having 100 pcs. token (can't farm) and a non-donator (farmer) that sell his Lord of death card for 100 token, then they have the transaction. Now the non-donator can buy donates by trading his tokens (Which is rather be from Donates). OT: Im trying to create a script (like Stocks exchange in real life) where it can obtain the total amounts of Donate source (item/headgear/weapon/means of trade) and Total zeny earned of all players Gives them a server bonus like level 10 OC and DC so you can retain the balance.
  9. Hi Eucli ^^ I much prefer "BALANCE" even if you load up your server with "every 10 secs. Event" if the server is unbalance in GVG/PVP, everyone else got bored Quest - Mostly Highrate servers has it. (Make them do something after they reach 255/120) Items - It only come up unbalancing the gameplay (Unless its Event headgear w/o bonuses) custom weapons gives a lot advantages to normal weapons, so if you come up of having it, you must balance its bonuses thru each player it can hit. ** OT: I dont know if there is some server around that has unbalance PVE and balance PVP. Almost all games that "I" (me) played cant have balance between those two (PVE/PVP) with a single set of items
  10. @Emistry. Thanks for answering. i would link this post if ever someone (again) asked me about this matter
  11. Good Day to all, I know a lot of people here can answer this because they already got a good working client with lots of customs or such. I just want to ask the difference and usage of the following: num2itemsectable.txt num2resnametable.txt idnum2itemresnametable.txt idnum2itemsectable.txt vs. Iteminfo.lub I do found a thread about this things (i dont know if rathena has it) but its kind of a big question mark in my face about this files. Questions: 1. Do those .txt files are still useful with new clients? 2. Do iteminfo.lub contains the same as this .txt files? 3. "If ever"... Do i need to edit both of that files for a single client? 4. Do iteminfo.lub can be read by the client if i include it inside my .grf?(Pretty nuts, but i think it would not) 5. Do my client still read and didnt show errors even if i delete those txt files and just leave iteminfo.lub alone? Looking forward for some answers and Thank you for reading.
  12. I got problems running rASNG (female and male sprite differences), Manualy add sprites on its designated folders try to use SDE for database so you wont get confusions Use in View = 98 ex. item_db 1434,Black_Halberd,Black_Halberd,5,150,,700,28,,3,3,0x00004082,98,2,2,1,4,1,98,{},{},{} Yellow = wrong? Red = "View" column
  13. Nop you don't need to do this . If you make a change, you need to use @reload battleconf or restart the server, but no need to do both. When you make major or lot of change though, restarting your server is better (if you can afford it). Sir, What i'm saying is. when i start my server, my base/job exp and normal drop is intact to 1.48x/1.07x and 1.24x (See my screenshots for @rates) even if i changed it already, so i need to write @reload battle to be able to read my changes. What I'm asking is "Make it permanent" whenever i start my server i want my changes to be implemented without using @reload battle.
  14. Reduced to millions and doing the @reload battle the command solves everything even the drop rates. Thank you so much One more thing. I want this to be permanent. I need to type "@reload battle" to be able to increase my base/job exp as well as the item drop rates everytime i restart my server
  15. Good day to all, Im having problems when changing my base exp/job multiplier rate. it seems to didnt change whenever i add another 0 to the multiplier it just doesnt add up The same with the Normal Drop rate. Some of my configurations configurations: exp.conf // Rate at which exp. is given. (Note 2) base_exp_rate: 1000000000000 (Redundancy is here) // Rate at which job exp. is given. (Note 2) job_exp_rate: 100000000000 (Redundancy is here) renewal.conf Everything is disabled other than "#define RENEWAL" I want to play with 3rd jobs enabled but i do think this was the problem drops.conf // Item drop rates (Note 2) // The rate the common items are dropped (Items that are in the ETC tab, besides card) item_rate_common: 1000000 (Redundancy is here) item_rate_common_boss: 1000000 (Redundancy is here) item_drop_common_min: 1 item_drop_common_max: 10000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 1000000 (Redundancy is here) item_rate_heal_boss: 1000000 (Redundancy is here) item_drop_heal_min: 1 item_drop_heal_max: 10000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 1000000 (Redundancy is here) item_rate_use_boss: 1000000 (Redundancy is here) item_drop_use_min: 1 item_drop_use_max: 10000 // The rate at which equipment is dropped. item_rate_equip: 1000000 (Redundancy is here) item_rate_equip_boss: 1000000 (Redundancy is here) item_drop_equip_min: 1 item_drop_equip_max: 10000 // The rate at which cards are dropped item_rate_card: 1000000 (Redundancy is here) item_rate_card_boss: 800000 (Redundancy is here) 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 // Mode: 0 - official order, 1 - random order, 2 - all items item_rate_mvp: 1000000 item_drop_mvp_min: 1 item_drop_mvp_max: 10000 item_drop_mvp_mode: 0 Now trying to test it with @rates and killed a poring So as you can see it gains more on job other than the base level. Any way this is my serverinfo: - Latest *updated Rev* rathena Thanks in advance
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