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bob9497

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    GalaxyRoseCatRO, PegasusRO (Dev)
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  1. bob9497

    MvP invasion

    Not 100% Sure what you are asking here. It selects a random city - and it seems like it spawns all the mvps on the list for the mode (normal, hard, etc). Are you asking that it just spawn random mvps instead of all of them? Here is the script with the added ability to choose the percent chance that each mvp will actually spawn during the event -> So now, when the event happens, there is only a 50% chance that each individual mvp will appear during the event. The script pasted below will do this: picks a random town. 50% chance of spawn for each mvp on the list (50% chance one, 50% chance the 2nd, 50% chance the 3rd mvp, etc) - script Ragnarok#Auto -1,{ OnClock1115:// Hora y minuto determinados. En este caso 18:11 horario del servidor set .r, rand (getarraysize(.cities$)); announce "Se ha iniciado una Invasión en "+.cities$[.r]+"!!",bc_all,"0000FF"; //set .mobs, (getarraysize(.mvps)); //Mob number now determined by spawn of mob or not resulting in +1 // if(.hardmode == 1){ // set .mobs, .mobs + (getarraysize(.mvps1)); // } // if(.hardmode == 2){ // set .mobs, .mobs + (getarraysize(.mvps1)) + (getarraysize(.mvps2)); // } //set .mode, .mobs; //This doesn't do anything. Why is it here? for(set .@a, 0; .@a <= (getarraysize(.mvps0)); set .@a, .@a + 1){ if (rand(1,100) <= .chancetospawn) {monster .cities$[.r],0,0,( strmobinfo(1,.mvps0[.@a]) ),.mvps0[.@a],1,"Ragnarok#Auto::OnMyMobDead";set .mobs, .mobs + 1;} } if(.hardmode == 1){ for(set .@b, 0; .@b <= (getarraysize(.mvps1)); set .@b, .@b + 1){ if (rand(1,100) <= .chancetospawn) {monster .cities$[.r],0,0,( strmobinfo(1,.mvps1[.@b]) ),.mvps1[.@b],1,"Ragnarok#Auto::OnMyMobDead";set .mobs, .mobs + 1;} } } if(.hardmode == 2){ for(set .@c, 0; .@c <= (getarraysize(.mvps2)); set .@c, .@c + 1){ if (rand(1,100) <= .chancetospawn) {monster .cities$[.r],0,0,( strmobinfo(1,.mvps2[.@c]) ),.mvps1[.@c],1,"Ragnarok#Auto::OnMyMobDead";set .mobs, .mobs + 1;} } } end; OnMyMobDead: set .mobs, .mobs - 1; announce "Quedan "+.mobs+" monstruos en "+.cities$[.r]+"!!",bc_all,"0x00FF00"; if (.mobs == 0) { announce "Felicidades " + strcharinfo(0) + " que mato al último invasor que quedaba!",bc_all,"008800"; set .r, 0; } end; OnInit: set .hardmode, 3;// 0 = Normal --- 1 = Hard --- 2 = Super Hard set .chancetospawn, 50;// percent chance to spawn any given one of the mvps on the list. setarray .mvps0[0],1511,//01Amon Ra 1039,//02Baphomet 1272,//03Dark Lord 1719,//04Detale 1389,//05Dracula 1112,//06Drake 1115,//07Eddga 1038,//08Osiris 1159,//09Phreeoni 1623,//10RSX-0806 1583,//11Tao Gunka 1418,//12Evil Snake Lord 1252,//13Garm 1086,//14Golden Thief Bug 1492,//15Incantation Samurai 1251,//16Stormy Knight 1059,//17Mistress 1373,//18Lord of Death 1059,//19Mistress 1150,//20Moonlight Flower 1087,//21Orc Hero 1038,//22Osiris 1157,//23Pharaoh 1159,//24Phreeoni 1583;//25Tao Gunka setarray .mvps1[0],1785,//Atroce 1630,//Bacsojin 2068,//Boitata 1874,//Beelzebub 1871,//Fallen Bishop 1768,//Gloom Under The Night 1832,//Ifrit 1734,//Kiel 1779,//Ktullanux 1708,//Thanatos 1312,//Turtle General 1751,//Randgris 1685;//Vesper setarray .mvps2[0],1646,//LK 1647,//Cross 1648,//WS 1649,//HP 1650,//Snip 1651,//HW 1956,//Naght Sieger 1957,//Entweihen Crothen 2235,//Pala 2236,//Crea 2237,//Prof 2238,//Champ 2239,//Stalk 2240,//Clown 2241,//Gypsy 1917,//Wounded Morroc 15002;//Pori Pori setarray .cities$[0],"prontera","geffen","payon","ayothaya","jawaii","morocc"; end; }
  2. Hey! Thank you for the help! I modified the script a bit to get it to work. There were a few errors, but it cleaned up VERY nicely and works like a CHAMP! Thank you very very very much for your help! Here is the code I used minus the map array and changed the prize id. - script Treasure_Chest -1,{ //Prize And Amount OnInit: set .Prize,501; set .Amount,1; set .spawn_count,5; set .treasure_mob_id,1955; //Map Array setarray .map_list$,"ama_fild01"; Goto OnSpawnChests; end; //Chest Spawn Function OnMinute00: OnSpawnChests: for(.@i = 0; .@i < .spawn_count; .@i++){ monster .map_list$[rand(getarraysize(.map_list$))],0,0,"Treasure Chest",.treasure_mob_id,1,"Treasure_Chest::OnTreasureChestKilled"; } announce "5 Treasure Chests Have Spawned in the Fields!", bc_all; end; //Function for when a box is killed OnTreasureChestKilled: announce ""+strcharinfo(0)+" has found a Treasure Chest!", bc_all; getitem .Prize,.Amount; // Prize Drop end; } Again! Thank you!
  3. Hey guys! I am looking for a script that spawns treasure chests on random maps (fields) in an array that when these chests are killed, I can execute a script. To be more specific: The 5 chests would spawn in random maps at a set interval (hourly). They would spawn on random fields (Not all on same field, but random fields). There would be no maximum to the chests spawned. Then: When killed there would be an announcement that "XXXX Found a treasure chest!" When killed the player would receive event ticket item. All I need is a skeleton of the script... I can do the rest such as add to an array all the maps that would be possible, etc. Thank you! - Kindest Regards -
  4. Turned out to be my Windows Server 2012 R2 installation. I switched to Server 2016 and the DC problem went away.
  5. Hello all, As the titles says - I am running the most recent rAthena with a fresh SQL database, all recently put together and installed. All of this is running on Windows Server 2012 R2. the map server will disconnect players stating "Session #X timed out" followed by the characters logging off. I ran WinMTR on the server, and there were NO lost packets AT ALL for the disconnect I am using 20180621 and no packet obfuscation... no MD5 check... nothing abnormal. This same disconnect occurs with other client versions too. This problem persists on older versions of rAthena with different databases too. I set the priority of the map server to High, and no help. I dug through the forums for similar problems... and it seems this may be a windows-specific problem. Am I mistaken? Is there no fix? Are all windows powered rAthena servers doomed to a potential 'kick all the players at random for no reason' type bug? Anybody else run into this problem using a windows server to host their rAthena emulator? Desperate for help, Bobby
  6. Diana, For you and others in the future --- I was having a similar issue, but resolved it. Did you get your keys from google and put them in your settings? GO HERE: https://developers.google.com/recaptcha/intro 1) Get your own keys by signing up for your own API key pair for your domain. 2) Adjust settings to make it invisible through google developers. 3) Put your keys into application.php on your FluxCP settings and chance settings to enable ReCaptcha: Here is an excerpt from config/application.php from a very up to date FluxCP that I use: 'UseLoginCaptcha' => true, // Use CAPTCHA image for account logins. (Requires GD2/FreeType2) 'EnableReCaptcha' => true, // Enables the use of reCAPTCHA instead of Flux's native GD2 library (http://www.google.com/recaptcha) 'ReCaptchaPublicKey' => 'PUT YOUR PUBLIC KEY FROM GOOGLE RECAPTCHA HERE', // This is your reCAPTCHA public key [REQUIRED FOR RECAPTCHA] (sign up at http://www.google.com/recaptcha) 'ReCaptchaPrivateKey' => 'PUT YOUR PRIVATE KEY FROM GOOGLE RECAPTCHA HERE', // This is your reCAPTCHA private key [REQUIRED FOR RECAPTCHA] (sign up at http://www.google.com/recaptcha) 'ReCaptchaTheme' => 'light', // ReCaptcha theme to use (Value: dark or light) (see: https://developers.google.com/recaptcha/docs/display#render_param) You MUST put in your keys from Google for it to work!!! This all seemed to have worked for me, and the login button started to appear! It uses invisible ReCaptcha as intended. Regards, Bobby
  7. I've recently installed the most up to date version of hurtFreeV2 - If you browse the website, it automatically reverts to Quirks Render Mode because it renders without: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> The nav bar at the top is improperly located and loses its formatting with a background. The nav bar for the server status eliminates <nav></nav> coding and stacks instead of spreading out. The login php at the bottom left does not include a "Log In" button to login unless you enable recaptcha... which requires inputting a code, contrary to the design of the website update you last performed. The images for social media are missing. For an example of what I am talking about: select the hurtFreeV2 Theme on my server's website: http://www.ragnarok.lunarpumpkin.com Thanks! Regards, Bobby *Edit: I have the most up to date version of FluxCP I've tried multiple versions of PHP all the way up to 7.0
  8. bob9497

    broken login

    There is no error message. Yes, you cant login to the created accounts. His IP did not change, his svn for rAthena was updated, that was it... SQL Tables are 100% online and work fine.
  9. bob9497

    broken login

    I have developer access to his server - I disabled capcha and successfully made new accounts... but the problem remains that we cannot login to accounts from control panel. Also, the recapcha for his theme works on other sites (designno2 downloaded from here, modified for the server) I have a feeling something is up with the web hosting... its happening on my server too. I can't login to control panel on any account... But I didnt change ANYTHING. It happened without a restart or a hiccup. Ever seen this before, anyone? Accounts cannot login to CP. CP can talk to server and make new accounts. CP can query sql and list out jobs, zeny, ranking, etc. CP can display online player numbers, max players. Regards, Robert
  10. Depends - Burger King if its a good location, otherwise, McDonalds. (Burger King has some bad locations, in my opinion, tarnishing their good and delicious burger name)
  11. Precisely why stability is what I brought to the picture. And you and I both know it doesn't take much to turn paypal into the seller's enemy. All it takes is a large enough chargeback to cut the cash flow to the host and the snowball rolls from there. Finally, the timing was not the greatest for this to have happened, but that's just a petty excuse and will not be mentioned again. What is important is that all affected people have or will be compensated for the service lapse. The rest is a matter of communication with those affected people (some of which with we have not yet made successful contact).
  12. Ragnahosting isn't dead. There was some shady action from a customer who back charged a hefty sum through paypal causing cash flow to crash.... well, long story short the hosting service suspended services and kept charging for the services not rendered. The bill grew but not anyone's satisfaction level... I brought some financial stability to the picture, and now all services are back up, and anyone who has been shorted by what happened - please get contact us to get things squared away. I know it's coming from some new guy you don't know, but as far as the cash flow goes, I've backed Ragnahosting. It will be officially re-opening soon.
  13. No. The packet structure for: 0x090F,-1 // ZC_NOTIFY_NEWENTRY7 0x0914,-1 // ZC_NOTIFY_MOVEENTRY8 0x0915,-1 // ZC_NOTIFY_STANDENTRY9 are whacky, and not all clients treat them the same for some reason. NPC's missing, etc. Ultimately, I want to change the packet structure for these so that they are recognizeable by all client types without issues. If I cant... what else can I do other than switch to a different emulator?
  14. Already did that. Also, that is client side... not server side. Login Server: [status]: Request for connection of xxxxxxxxxx (ip: xxxxxxxxxxx) version=30 [Notice]: Authentication accepted (account: xxxxxxxxxxx, id: 2000006, ip: xxxxxxxxxxxx) [status]: Connection of the account 'xxxxxxxxx' accepted. That is not my issue...... this is my issue: Why are those version clients receiving packets that do not exist until a later version??? Map Server: [info]: 'xxxxxxxxxx' logged in. (AID/CID: '2000006/150006', Packet Ver: '30', IP: 'xxxxxxxxxxxx', Group '0'). That client is STILL receiving packets from the later versions from the Map Server.
  15. Hey guys, So I have run into the following problem: I have gone through my server, trying to change the packets it uses, it was originally setup for 2013 08 07. I changed it to be using packets for 2012 04 10. I changed packet_db_ver: to 30. packet_db_ver: 30 //packet_db_ver: default //packet_keys_use: default I changed mmo.h - #ifndef PACKETVER //#define PACKETVER 20130807 #define PACKETVER 20120410 #endif I recompiled. My login server looks for version 30. It still allows version 45 to login, and it functions perfectly well. It's as though it has not changed to 20120410 at all.... even though it says it has. [Warning]: You are running rAthena with root privileges, it is not necessary. [info]: Server supports up to '1024' concurrent connections. [info]: loginconfig: client_version_to_connect = 30 and later.... [info]: 'GM XXXX' logged in. (AID/CID: '2000000/150001', Packet Ver: '54', IP And lets them on, no problem. Clients using version 30 are sent higher version packets, rendering them useless. What is going on? Please help! Thank you in advance - a very confused rAthena user =D PS - packets that I am having strange issues with (almost all of the char_didthis packets, 0x0914, 0x0915, etc are all whacky, and dont always work-> issues like NPC's not being there come up, etc.... Hence why I am rolling to earlier packet versions....) If you have an answer for that, it would help a LOT. I have this version of rAthena: //= rAthena Dev Team //===== Last Updated: ======================================== //= 20150104 Should I update to a new version of rAthena, or am I okay?
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