NiceToKILLu
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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
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This post had a solution? Cause i cant do the commands @alootid
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Script Refiner
NiceToKILLu replied to NiceToKILLu's question in Soporte y peticiones sobre Scripts/Bases de Datos
Muchas gracias No funcionaba exactamente como quería pero le quité las cosillas que me molestaban y listo! ^^ -
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!
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Npc inicio
NiceToKILLu replied to NiceToKILLu's question in Soporte y peticiones sobre Scripts/Bases de Datos
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;} -
Script Refiner
NiceToKILLu replied to NiceToKILLu's question in Soporte y peticiones sobre Scripts/Bases de Datos
Por defecto no ... el de por defecto es el básico básico o.o -
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."; }}
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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
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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/
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Error entre Pre-Renewal y Renewal
NiceToKILLu replied to NiceToKILLu's question in Soporte al Servidor
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_ -
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!
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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
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Fail to Connect to the server
NiceToKILLu replied to NiceToKILLu's question in General Server Support
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 -
Fail to Connect to the server
NiceToKILLu replied to NiceToKILLu's question in General Server Support
I tried and nothign -
Fail to Connect to the server
NiceToKILLu replied to NiceToKILLu's question in General Server Support
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