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NiceToKILLu

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  1. De hecho creo que tiene algo que ver con todos los moobs, su inteligencia o algo. Los mvps no vuelan con las trampas. Cuando haces hide, automaticamente todos los moobs empiezan a moverse Tanqueando la valky con safety el hp, la valky cambia de focus y se tira a por el sniper Alguien sabe por que puede ser esto? Les dejo aquí la configuración de los monster que tengo actualmente //--------------------------------------------------------------// Hercules 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%)// Note 3: Value is a bit field. If no description is given,// assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun)//--------------------------------------------------------------// The HP rate of MVPs. (Note 2)mvp_hp_rate: 100// The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)monster_hp_rate: 100// The maximum attack speed of a monstermonster_max_aspd: 199// Defines various mob AI related settings. (Note 3)// 0x001: When enabled mobs will update their target cell every few iterations// (normally they never update their target cell until they reach it while// chasing)// 0x002: Makes mob use their "rude attack" skill (usually warping away) if they// are attacked and they can't attack back regardless of how they were// attacked (eg: GrimTooth), otherwise, their rude attack" is only activated// if they can't melee reach the target (eg: sniping)// 0x004: If not set, mobs that can change target only do so when melee attacked// (distance player/mob < 3), otherwise mobs may change target and chase// ranged attackers. This flag also overrides the 'provoke' target.// 0x008: When set, mobs scatter as soon as they lose their target. Use this mode// to make it much harder to mob-train by hiding and collecting them on a// single spot (ie: GrimTooth training)// 0x010: If set, mob skills defined for friends will also trigger on themselves.// 0x020: When set, the monster ai is executed for all monsters in maps that// have players on them, instead of only for mobs who are in the vicinity// of players.// 0x040: When set, when the mob's target changes map, the mob will walk towards// any npc-warps in it's sight of view (use with mob_warp below)// 0x100: When set, a mob will pick a random skill from it's list and start from// that instead of checking skills in orders (when unset, if a mob has too// many skills, the ones near the end will rarely get selected)// 0x200: When set, a mob's skill re-use delay will not be applied to all entries of// the same skill, instead, only to that particular entry (eg: Mob has heal// on six lines in the mob_skill_db, only the entry that is actually used// will receive the delay). This will make monsters harder, especially MvPs.// 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they// will obey the normal skill range rules.// Example: 0x140 -> Chase players through warps + use skills in random order.monster_ai: 0x025// How often should a monster rethink its chase?// 0: Every 100ms (MIN_MOBTHINKTIME)// 1: Every cell moved// 2: Every 2 cells moved// 3: Every 3 cells moved (official)// x: Every x cells moved// Regardless of this setting, a monster will always rethink its chase if it has// reached its target. Increase this value if you want to make monsters continue// moving after they lost their target (hide, no line of sight, etc.).monster_chase_refresh: 3// Should mobs be able to be warped (add as needed)?// 0: Disable.// 1: Enable mob-warping when standing on NPC-warps// 2: Enable mob-warping when standing on Priest Warp Portals// 4: Disable warping when the target map is a 'nobranch' map.mob_warp: 0// If these are set above 0, they define the time (in ms) during which monsters// will have their 'AI' active after all players have left their vicinity.mob_active_time: 0boss_active_time: 0// Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2)view_range_rate: 100// Chase Range is the base minimum-chase that a mob gives before giving up// (as long as the target is outside their field of view). This is the range3// column in the mob_db. (Note 2)chase_range_rate: 100// Allow monsters to be aggresive and attack first? (Note 1)monster_active_enable: yes// Should the mob_db names override the mob names specified in the spawn files?// 0: No// 1: always use the mob_db Name column (english mob name)// 2: always use the mob_db JName column (original Kro mob name)override_mob_names: 0// Monster damage delay rate (Note 1)// Setting to no/0 is like they always have endure.monster_damage_delay_rate: 100// Looting monster actions.// 0 = Monster will consume the item.// 1 = Monster will not consume the item.monster_loot_type: 0// Chance of mob casting a skill (Note 2)// Higher rates lead to 100% mob skill usage with no/few normal attacks.// Set to 0 to disable mob skills.mob_skill_rate: 100// Mob skill delay adjust (Note 2)// After a mob has casted a skill, there is a delay before being able to// re-cast it. Note that skills with a delay of 0 can't be affected by this// setting.mob_skill_delay: 100// Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)mob_count_rate: 100// Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)//Note: This does not affects mobs with immediate respawn (most normal mobs)mob_spawn_delay: 100plant_spawn_delay: 100boss_spawn_delay: 100// Should mobs not spawn within the viewing range of players?// 0 is disabled, otherwise it is the number of retries before giving up// and spawning the mob within player-view anyway, unless the max (100) is used,// in which case the mob will not be spawned, and it'll be retried again in// 5 seconds.// NOTE: This has no effect on mobs that always spawn on the very same cell// (like ant eggs) except if you set it to the max.no_spawn_on_player: 0// Should spawn coordinates in the mob-spawn files be ignored? (Note 1)// If set to yes, all monsters will have a random respawn spot across the whole// map regardless of what the mob-spawn file says.force_random_spawn: no// Do summon slaves inherit the passive/aggressive traits of their master?// 0: No, retain original mode.// 1: Slaves are always aggressive.// 2: Slaves are always passive.// 3: Same as master's aggressive/passive state.slaves_inherit_mode: 2// Do summon slaves have the same walking speed as their master?// NOTE: The default is 3 for official servers.// 0: Never.// 1: If the master can walk// 2: If the master can't walk (even motionless mobs have a speed// entry in their mob_db)// 3: Alwaysslaves_inherit_speed: 3// Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a// chance of triggering the master's autospell cards? (Note 1)summons_trigger_autospells: yes// When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?// NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemistsretaliate_to_master: yes// Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)// eg: Mob attacks player B, and player A casts a skill C. If set to yes and the// mob has a skill that is triggered by skill C, then A will be the target of// the skill, otherwise B will be targetted by the reaction skill.mob_changetarget_byskill: no// If monster's class is changed will it fully recover HP? (Note 1)monster_class_change_full_recover: yes// Display some mob info next to their name? (add as needed)// (does not works on guardian or Emperium)// 1: Display mob HP (Hp/MaxHp format)// 2: Display mob HP (Percent of full life format)// 4: Display mob's levelshow_mob_info: 1// Zeny from mobszeny_from_mobs: yes// Monsters level up (monster will level up each time a player is killed and they will grow stronger)// Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))// NOTE: Does not apply to WoE Guardians.mobs_level_up: nomobs_level_up_exp_rate: 1// Dynamic Mobs Options// Use dynamic mobs? (recommended for small-medium sized servers)dynamic_mobs: yes// Remove Mobs even if they are hurtmob_remove_damaged: yes// Delay before removing mobs from empty maps (default 5 min = 300 secs)mob_remove_delay: 120000// Defines on who the mob npc_event gets executed when a mob is killed.// Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)// Type 0: On the player that did the most damage to the mob.// NOTE: This affects who gains the Castle when the Emperium is broken.mob_npc_event_type: 1// Time in milliseconds to activate protection against Kill Steal// Set to 0 to disable it.// If this is activated and a player is using @noks, damage from others players (KS) not in the party// will be reduced to 0.ksprotection: 1// Should MVP slaves retain their target when summoned back to their master?mob_slave_keep_target: yes// Whether or not to spawn the mvp tomb.// See http://irowiki.org/wiki/MVP#Gravestonemvp_tomb_enabled: no// Show hp bar on monsters? (Default: yes)// NOTE: only works on client 2012-04-04aRagexeRE onwardsshow_monster_hp_bar: no// Whether or not the size of specially summoned mobs influences experience, drop rates,// and stats. The rates will be doubled for large mobs, and halved for small ones.// This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1)// Default: nomob_size_influence: no// How should a monster be trapped by an icewall casted directly on it?// On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of// them they will continously try to chase it but fail doing so. This brings them into a loop during which they will use// idle and chase skills. Boss monsters on the other hand will behave like a trapped monster, do not move and will use// idle and rudeattacked skills (when attacked).// 0: Monster won't be stuck in icewall at all.// 1: Monster will behave like a trapped monster.// 2-255: Number of loops a monster will go through the behavior described above before it frees itself from icewall.// NOTE: On some servers, normal monsters can free themselves after 15-35 second depending on their speed. On other// servers, they will be stuck inside icewall until it expires. Also, many official servers (e.g. iRO) have casting// icewall completely blocked on all maps that have boss monsters on them.// Default (least exploitable): mob - 75, boss - 0// Default (most official): mob - 220, boss - 1mob_icewall_walk_block: 220boss_icewall_walk_block: 1
  2. This post had a solution? Cause i cant do the commands @alootid
  3. Muchas gracias No funcionaba exactamente como quería pero le quité las cosillas que me molestaban y listo! ^^
  4. Los mvp se pueden trampear y pegandole no vuelan, sabeis donde debo modificar para que si reciven daño y no puedan devolver el golpe vuelen? Un Saludo!
  5. Se caian al suelo por que te daba tooodos los getitem y no 1, entonces se llenaba el inventario Alfinal encontré el fallo ^^ Este npc da 1 pack de incio por cuenta dependiendo de la clase que escojamos aquí os dejo el codigo por si alguien lo quiere =) new_1-1,56,114,4 script Equipo Basico 954,{ .@[member=Max] = 1; .@reset = 1; mes "[Equipo Basico]"; mes "Hola, voy a darte un equipo basico para ir tirando"; if (ResetCount < .@[member=Max]) { mes "Elige el job para el que quieres el equipo:"; next; switch(select("Swordman:Merchant:Mage:Archer:Acolite:Thief:Taekwon:Ninja:Guns:Cancel")){ //mes "Swordman"; case 1: getitem 1152,1; getitem 1108,1; getitem 5406,1; getitem 2314,1; getitem 2505,1; getitem 2405,1; ResetCount++; mes "Que tengas mucha Suerte"; close; //mes "Merchant"; case 2: getitem 1302,1; getitem 2103,1; getitem 5406,1; getitem 2314,1; getitem 2505,1; getitem 2405,1; ResetCount++; mes "Que tengas mucha Suerte"; close; //mes "Mage"; case 3: getitem 1611,1; getitem 2101,1; getitem 5406,1; getitem 2321,1; getitem 2503,1; getitem 2403,1; ResetCount++; mes "Que tengas mucha Suerte"; close; //mes "Archer"; case 4: getitem 1710,1; getitem 12008,1; getitem 5406,1; getitem 2309,1; getitem 2503,1; getitem 2405,1; ResetCount++; mes "Que tengas mucha Suerte"; close; //mes "Acolite"; case 5: getitem 1520,1; getitem 2103,1; getitem 5406,1; getitem 2321,1; getitem 2503,1; getitem 2403,1; ResetCount++; mes "Que tengas mucha Suerte"; close; //mes "Thief"; case 6: getitem 1216,1; getitem 2103,1; getitem 5406,1; getitem 2335,1; getitem 2505,1; getitem 2405,1; ResetCount++; mes "Que tengas mucha Suerte"; close; //mes "Taekwon"; case 7: getitem 2101,1; getitem 5406,1; getitem 2309,1; getitem 2505,1; getitem 2405,1; ResetCount++; mes "Que tengas mucha Suerte"; close; //mes "Ninja"; case 8: getitem 1216,1; getitem 2101,1; getitem 5406,1; getitem 2335,1; getitem 2503,1; getitem 2403,1; ResetCount++; mes "Que tengas mucha Suerte"; close; //mes "Guns"; case 9: getitem 13101,1; getitem 12149,1; getitem 5406,1; getitem 2309,1; getitem 2503,1; getitem 2403,1; ResetCount++; mes "Que tengas mucha Suerte"; close; // Cerrar case 10: mes "ok no quieres nada. Cuidate."; close; } } else{ mes "Usted ya ha utilizado este servicio."; close; end; }end;}
  6. Por defecto no ... el de por defecto es el básico básico o.o
  7. Muy buenas He intentado crear un npc, que dependiendo de la clase que le digas, te da un equipo básico para tu personaje, y solo te lo dará una vez Pero no funciona exactamente como quería, coge y tira todo el equipo jajaja Aquí os dejo lo que tengo a ver si alguien consigue arreglarmelo: prontera,156,188,4 script Equipo Basico 700,{ .@[member=Max] = 1; mes "[Equipo Basico]"; mes "Hola, voy a darte un equipo basico para ir tirando"; if (ResetCount >= .@[member=Max]Reset) { mes "Elige el job para el que quieres el equipo:"; mes "Swordman"; mes "Merchant"; mes "Mage"; mes "Archer"; mes "Acolite"; mes "Thief"; mes "Taekwon"; mes "Ninja"; mes "Guns"; next; switch(select("^FF3355Swordman:Merchant:Mage:Archer:Acolite:Thief:Taekwon:Ninja:Guns^000000:Cancel")){ //mes "Swordman"; case 1: getitem 1152,1; getitem 1108,1; getitem 5406,1; getitem 2314,1; getitem 2505,1; getitem 2405,1; //mes "Merchant"; case 2: getitem 1302,1; getitem 2103,1; getitem 5406,1; getitem 2314,1; getitem 2505,1; getitem 2405,1; //mes "Mage"; case 3: getitem 1611,1; getitem 2101,1; getitem 5406,1; getitem 2321,1; getitem 2503,1; getitem 2403,1; //mes "Archer"; case 4: getitem 1710,1; getitem 12008,1; getitem 5406,1; getitem 2309,1; getitem 2503,1; getitem 2405,1; //mes "Acolite"; case 5: getitem 1520,1; getitem 2103,1; getitem 5406,1; getitem 2321,1; getitem 2503,1; getitem 2403,1; //mes "Thief"; case 6: getitem 1216,1; getitem 2103,1; getitem 5406,1; getitem 2335,1; getitem 2505,1; getitem 2405,1; //mes "Taekwon"; case 7: getitem 2101,1; getitem 5406,1; getitem 2309,1; getitem 2505,1; getitem 2405,1; //mes "Ninja"; case 8: getitem 1216,1; getitem 2101,1; getitem 5406,1; getitem 2335,1; getitem 2503,1; getitem 2403,1; //mes "Guns"; case 9: getitem 13101,1; getitem 12149,1; getitem 5406,1; getitem 2309,1; getitem 2503,1; getitem 2403,1; } } else{ mes "You've already used this service."; }}
  8. Muy buenas no consigo encontrar por el foro un refiner que te suba X equipo a +4 del tirón y luego te vaya pidiendo de 1 en 1 Tipico npc que te dice, subir hasta el limite seguro Alguien lo tiene por ahí? Un saludo
  9. NiceToKILLu

    Mi server

    Bueno muchos de la comunidad me han ayudado a si que lo primero daros las gracias a todos, al fin he conseguido una de mis metas que era crear un servidor de RO, currado y trabajado, aunque muy mejorable por supuesto. Asi que muchas gracias a la comunidad y muy contento con el emulador de hercules. Quien quiera pasarse y probar un poco lo que he conseguido mañana abriremos las puertas. El servidor se llama XpeedRo No podeis encontrar aqui: http://xpeedro.esy.es/foro/
  10. Bueno nada encontré una solución por ahí tirada, sustituí el scr/conf/renewal.c su contenido por esto: Hay que recompilar. // 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_
  11. Hola buenas noches, Pues he estado mirando por el foro y donde dicen de cambiar de renewal a pre-renewal lo hacen simplemente comentando las lineas de los defines, pero incluso haciendo eso, y re-compilando el código me sigue cargando todo lo de Renewal, los bichos con esa vida, pero es más si me voy a npcs y borro la carpeta RE desaparecen todos los npcs incluso los que no están en esa carpeta, incluso los custom. Alguna idea de por qué es el problema? Un saludo!
  12. Alguien sabe por que da este error el Ceres CP Solo ocurre algunas veces a algunos usuarios, a otros le crea la cuenta perfectamente http://s4.postimg.org/muy7kr6il/image.png
  13. I didnt find the problem, So I re-install all the program, it works! jajaja I re-copied all the other carpet, the problem was some .conf in the conf folder, so if someone have the same problema delete the folder conf and install a new, re-modify the .conf necesary and it works. If someone want more help PM me jajaja
  14. Char-server.conf: // Character Server configuration file.// Note: "Comments" are all text on the right side of a double slash "//"// Whatever text is commented will not be parsed by the servers, and serves// only as information/reference.// Server Communication username and password.userid: s1passwd: p1// Server name, use alternative character such as ASCII 160 for spaces.// NOTE: Do not use spaces or any of these characters which are not allowed in // Windows filenames /:*?"<>|// ... or else guild emblems won't work client-side!server_name: XpeedRo// Wisp name for server: used to send wisp from server to players (between 4 to 23 characters)wisp_server_name: xpeedro// Login Server IP// The character server connects to the login server using this IP address.// NOTE: This is useful when you are running behind a firewall or are on// a machine with multiple interfaces.login_ip: 151.80.37.7// The character server listens on the interface with this IP address.// NOTE: This allows you to run multiple servers on multiple interfaces// while using the same ports for each server.//bind_ip: 127.0.0.1// Login Server Portlogin_port: 6900// Character Server IP// The IP address which clients will use to connect.// Set this to what your server's public IP address is.char_ip: 151.80.37.7// Character Server Portchar_port: 6121//Time-stamp format which will be printed before all messages.//Can at most be 20 characters long.//Common formats:// %I:%M:%S %p (hour:minute:second 12 hour, AM/PM format)// %H:%M:%S (hour:minute:second, 24 hour format)// %d/%b/%Y (day/Month/year)//For full format information, consult the strftime() manual.//timestamp_format: [%d/%b %H:%M]//If redirected output contains escape sequences (color codes)stdout_with_ansisequence: no//Makes server output more silent by ommitting certain types of messages://1: Hide Information messages//2: Hide Status messages//4: Hide Notice Messages//8: Hide Warning Messages//16: Hide Error and SQL Error messages.//32: Hide Debug Messages//Example: "console_silent: 7" Hides information, status and notice messages (1+2+4)console_silent: 0// Type of server.// No functional side effects at the moment.// Displayed next to the server name in the client.// 0=normal, 1=maintenance, 2=over 18, 3=paying, 4=F2Pchar_server_type: 0// Minimum Group ID to join char server when it is on char_server_type 1 (maintenance)char_maintenance_min_group_id: 99// Enable or disable creation of new characters.// Now it is actually supported [Kevin]char_new: 1// Display (New) in the server list.char_new_display: 0// Maximum users able to connect to the server.// Set to 0 to disable users to log-in. (-1 means unlimited)max_connect_user: -1// Group ID that is allowed to bypass the server limit of users.// Default: -1 = nobody (there are no groups with ID < 0)// See: conf/groups.confgm_allow_group: -1// How often should the server save all files? (In seconds)// Note: Applies to all data files on TXT servers.// On SQL servers, it applies to guilds (character save interval is defined on the map config)autosave_time: 60// Display information on the console whenever characters/guilds/parties/pets are loaded/saved? save_log: yes// Start point, Map name followed by coordinates (x,y)start_point: new_1-1,53,111// Starting items for new characters// Format is: id1,quantity1,stackable1,idN,quantityN,stackableN// stackable:// 0 - Not stackable (weapon, armor, egg, pet armor)// 1 - Stackablestart_items: 1201,1,0,2301,1,0// Starting zeny for new charactersstart_zeny: 20000// Size for the fame-listsfame_list_alchemist: 10fame_list_blacksmith: 10fame_list_taekwon: 10// Guild earned exp modifier.// Adjusts taxed exp before adding it to the guild's exp. For example, if set // to 200, the guild receives double the player's taxed exp.guild_exp_rate: 500// Name used for unknown charactersunknown_char_name: Unknown// To log the character server?log_char: 1// Allow or not identical name for characters but with a different case (upper/lower):// example: Test-test-TEST-TesT; Value: 0 not allowed (default), 1 allowedname_ignoring_case: no// Manage possible letters/symbol in the name of charater. Control character (0x00-0x1f) are never accepted. Possible values are:// NOTE: Applies to character, party and guild names.// 0: no restriction (default)// 1: only letters/symbols in 'char_name_letters' option.// 2: Letters/symbols in 'char_name_letters' option are forbidden. All others are possibles.char_name_option: 1// Set the letters/symbols that you want use with the 'char_name_option' option.// Note: Don't add spaces unless you mean to add 'space' to the list.char_name_letters: abcdefghijklmnñopqrstuvwxyz ABCDEFGHIJKLMNÑOPQRSTUVWXYZ1234567890// Restrict character deletion by BaseLevel// 0: no restriction (players can delete characters of any level)// -X: you can't delete chars with BaseLevel <= X// Y: you can't delete chars with BaseLevel >= Y// e.g. char_del_level: 80 (players can't delete characters with 80+ BaseLevel)char_del_level: 0// Amount of time in seconds by which the character deletion is delayed.// Default: 86400 (24 hours)// NOTE: Requires client 2010-08-03aragexeRE or newer.char_del_delay: 86400// Block deletion if character is inside a guild or a party? (BOOL)// default: 0 official: 1// !!This check is imposed by Aegis to avoid dead entries in databases and _is_not_needed_ as we clear data properly!!char_aegis_delete: 0// What folder the DB files are in (item_db.conf, etc.)db_path: db//==================================================================// Pincode system//==================================================================// A window is opened before you can select your character and you will have to enter a pincode by using only your mouse// NOTE: Requires client 2011-03-09aragexeRE or newer.// 0: disabled// 1: enabledpincode_enabled: 0// Request Pincode only on login or on everytime char select is accessed?// 0: only on login (default)// 1: everytime the char select window is accessedpincode_charselect: 0// How often does a user have to change his pincode?// Default: 0// 0: never// X: every X minutespincode_changetime: 0// How often can a user enter the wrong password?// Default: 3// NOTE: The maximum on clientside is 3pincode_maxtry: 3import: conf/import/char_conf.txt map-server.conf: //--------------------------------------------------------------// Hercules Map-Server Configuration File//--------------------------------------------------------------// Note: "Comments" are all text on the right side of a double slash "//"// Whatever text is commented will not be parsed by the servers, and serves// only as information/reference.//--------------------------------------------------------------// Configuration Info//--------------------------------------------------------------// Interserver communication passwords, set in account.txt (or equiv.)userid: s1passwd: p1// Character Server IP// The map server connects to the character server using this IP address.// NOTE: This is useful when you are running behind a firewall or are on// a machine with multiple interfaces.char_ip: 151.80.37.7// The map server listens on the interface with this IP address.// NOTE: This allows you to run multiple servers on multiple interfaces// while using the same ports for each server.//bind_ip: 127.0.0.1// Character Server Portchar_port: 6121// Map Server IP// The IP address which clients will use to connect.// Set this to what your server's public IP address is.map_ip: 151.80.37.7// Map Server Portmap_port: 5121//Time-stamp format which will be printed before all messages.//Can at most be 20 characters long.//Common formats:// %I:%M:%S %p (hour:minute:second 12 hour, AM/PM format)// %H:%M:%S (hour:minute:second, 24 hour format)// %d/%b/%Y (day/Month/year)//For full format information, consult the strftime() manual.//timestamp_format: [%d/%b %H:%M]//If redirected output contains escape sequences (color codes)stdout_with_ansisequence: no//Makes server log selected message types to a file in the /log/ folder//1: Log Warning Messages//2: Log Error and SQL Error messages.//4: Log Debug Messages//Example: "console_msg_log: 7" logs all 3 kinds//Messages logged by this overrides console_silent settingconsole_msg_log: 0//Makes server output more silent by omitting certain types of messages://1: Hide Information messages//2: Hide Status messages//4: Hide Notice Messages//8: Hide Warning Messages//16: Hide Error and SQL Error messages.//32: Hide Debug Messages//Example: "console_silent: 7" Hides information, status and notice messages (1+2+4)console_silent: 0//Where should all database data be read from?db_path: db// Enable the @guildspy and @partyspy at commands?// Note that enabling them decreases packet sending performance.enable_spy: yes// Read map data from GATs and RSWs in GRF files or a data directory// as referenced by grf-files.txt rather than from the mapcache?use_grf: no// Database autosave time// All characters are saved on this time in seconds (example:// autosave of 60 secs with 60 characters online -> one char is saved every // second)autosave_time: 300// Min database save intervals (in ms)// Prevent saving characters faster than at this rate (prevents char-server // save-load getting too high as character-count increases)minsave_time: 100// Apart from the autosave_time, players will also get saved when involved// in the following (add as needed):// 1: After every successful trade// 2: After every vending transaction// 4: After closing storage/guild storage.// 8: After hatching/returning to egg a pet.// 16: After successfully sending a mail with attachment// 32: After successfully submitting an item for auction// 64: After successfully get/delete/complete a quest// 128: After every buying store transaction// 256: After every bank transaction (deposit/withdraw)// NOTE: These settings decrease the chance of dupes/lost items when there's a// server crash at the expense of increasing the map/char server lag. If your // server rarely crashes, but experiences interserver lag, you may want to set// these off.save_settings: 511// When @help or @h is typed when you are a gm, this is displayed for helping new gms understand gm commands.help_txt: conf/help.txthelp2_txt: conf/help2.txtcharhelp_txt: conf/charhelp.txt// Maps:import: conf/maps.confimport: conf/import/map_conf.txt network.conf // Network configuration file/* * List here any LAN subnets this server is in. * Example: * - char- (or map-) server's IP in LAN is 192.168.0.10 * - Public IP is 198.51.100.37 * If the list contains "192.168.0.10:255.255.255.0", any clients connecting * from the same 192.168.0.0/24 network will be presented with the LAN IP * (192.168.0.10) in the server list, rather than the public IP (198.51.100.37). */lan_subnets: ( "255.0.0.0:151.80.37.7:151.80.37.7", //"192.168.1.34:255.255.255.0",)/* * List here any IP ranges a char- or map-server can connect from. * A wildcard of "0.0.0.0:0.0.0.0" means that server connections are allowed * from ANY IP. (not recommended). */allowed: ( "0.0.0.0:0.0.0.0", // "127.0.0.1:255.0.0.0",)/* * List here any IP ranges a char- or map-server can connect from. These ranges * will also be excluded from the automatic ipban in casee of password failure. * Any entry present in this list is also automatically included in the * allowed IP list. * Note: This may be a security threat. Only edit this list if you know what * you are doing. */trusted: ( "127.0.0.1:255.0.0.0",) For more information, i put then wand ip too in the char and map. And network i tried to change too... Thx for ur help
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