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  2. This topic is from 2021. Please, create a new topic detailing what you did. It will be better for support, while it may be similar, it may also be a completely different thing and without knowing what you have, it is hard to help.
  3. hello.. just wanna ask how did you fix it? may issue was same may custom lhz aura was not showing on my character.
  4. I don't remember much of this script, but I think you can simply add it to "setarray .ChanceItems[0],": setarray .ChanceItems[0], 0, 0, // Armor (Level 0) <-- Armor 0, 0, // Level 1 0, 0, // Level 2 7620, 3, // Level 3 7620, 1; // Level 4
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  6. Last week
  7. Hi everyone! Client Date: 2022-04-06_Ragexe Server Mode: Pre-Renewal Description of Issue: Killcount problem for Achievement Group "ACH_KILL_MOB_CLASS". Result: The killcount doesnt go to anyone inside the group and stays 0 when you have party exp share enabled. Expected Result: The killcount should be shared among the members of the group that are nearby ("AREA_SIZE") How to Reproduce: Create a group with another player and enable party exp share, kill a monster that is on the list of achievements, and you will see that the achievementupdate doesnt work anymore.
  8. functionmain.txtHello, I am implementing this to use the constellation tower instance, but I get error saying unique_id function... can someone help?
  9. Earlier
  10. I solved the problem. The cause came from a bad graphic configuration. I found help from here: https://forums.warpportal.com/index.php?/topic/246623-solutionupdated-cannot-init-d3d-or-grf-file-has-problem/
  11. time to make an ragnarok horror survival game
  12. I have two versions, I think one is already diffed and the other is not. Not sure how stable this one is, I've never used it. I've been using Xray 2007-09-04 and 2008-05-28 successfully, but I never tried the later 2009 releases. https://easyupload.io/m/bf01ka Good luck!
  13. hi functor, can send latest rates? thanks.

  14. Hi, I followed all the steps and when i launched 2015-05-13aRagexe_patched, i had some issues as "System/Font/RixSquirrel_10.eot" didn't exists. I downloaded this file and the others as "RixLoveangel_10.eot", etc.., put them in the correct folder, and now when I launched the exe, I have the classic blue circle on Windows 10 and the game closed itself. How can I see some logs ? Maybe you had already encountered this problem... Thanks for your support.
  15. do you have discord channel?
  16. I figured out the System/PetEvolutionCln_true.lub wasnt even loaded into client.. so i fixed this by selecting nemo patch "chance petEvolutionCln*.lub path and adjust it just right
  17. thanks for your work, i really like your script! there only 1 thing: you can use items to increase refining chance for weapons but there is no option for armor.. can someone add this?
  18. I tried changing the EggIDs to below 10.000 instead of over 30.000 but this didnt solve the problem someone else encountered this problem?
  19. Anybody has the silent version of this old client? Please help!
  20. hello im trying to make it possible for some of my pets to evolve but the evolve option won't show up the custom test mobs themself work they do also work as pets so i did this inside my pet_db.conf at client side i did this: petinfo.lub: PetNameTable, PetStringTable [jobtbl.JT_Test1] = "Test1", [jobtbl.JT_Test2] = "Test2", PetEggItemID_PetJobID [30202] = jobtbl.JT_Test1, [30203] = jobtbl.JT_Test2, the egg IDs match with my item2_db PetFoodTable [jobtbl.JT_Test1] = 30201, [jobtbl.JT_Test2] = 30201, PetEvolutionCln_sak.lub: InsertEvolutionRecipeLGU(30202, 30203, 512, 1) InsertPetAutoFeeding(30201) since the pet info screen is client sided, i think the problems lays there but: when i try another pet (for example 9037 - wanderer) which is already defined in PetEvolutionCln_sak.lub the evolve option shows up when i run my client without petinfo.lub and PetEvolutionCln_sak.lub it gives an error, so im sure theyre read could someone please help me out?
  21. Hello guys how can i do this... calculation of the damage boss/monster damage received that can be reduced by mapflag, its working but only with players pvp,gvg.... i really appreciate who can help me😀 like this in src/map/battle.c int64 battle_calc_pc_damage(struct block_list *src, struct block_list *bl, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) { int flag = d->flag; switch (skill_id) { //case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so don't worry about it */ case HW_GRAVITATION: case NJ_ZENYNAGE: case KO_MUCHANAGE: break; default: if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag & BF_WEAPON) damage = damage * map->list[bl->m].weapon_damage_rate / 100; if (flag & BF_MAGIC) damage = damage * map->list[bl->m].magic_damage_rate / 100; if (flag & BF_MISC) damage = damage * map->list[bl->m].misc_damage_rate / 100; } else { //Normal attacks get reductions based on range. if (flag & BF_SHORT) damage = damage * map->list[bl->m].short_damage_rate / 100; if (flag & BF_LONG) damage = damage * map->list[bl->m].long_damage_rate / 100; } if (!damage) damage = 1; break; } return damage; }
  22. Drop the info man, this is not CIA.
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