glemor123
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Posts posted by glemor123
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be sure to diff "Remove Hallucination Wavy Screen"
already checked that. but still that occur
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if a monster debuffed or buffed with me with illusion my screen turns up side down. how to fix this?
2013-08-07 client user here
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i am requesting that this source would be compatible for hercules
http://rathena.org/board/topic/56124-package-getitem-map-itemmap/?hl=itemmap
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if( @delay < gettimetick(2) ){ input @megaphone$; announce strcharinfo(0) + ": " + @megaphone$,bc_all,0xFF0000; @delay += 30;}end;
fixed
this is my code thanks to sir emistry
if(@Delay < gettimetick(2)){ input @megaphone$; announce strcharinfo(0) + ": " + @megaphone$,bc_all,0xFF0000; set @Delay,gettimetick(2) + 180;}end;
but for example there will be a message popup if the megaphone is still not available due to the delay
problem fixed
if(@Delay < gettimetick(2)){ input @megaphone$; announce strcharinfo(0) + ": " + @megaphone$,bc_all,0x99FFCC; set @Delay,gettimetick(2) + 180;}else if(@Delay > 0){mes "Sorry , but you have to wait 3 Minutes To Use VIP Shout Again.";close;}end;
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Script: <"input @megaphone$; announce strcharinfo(0) + ": " + @megaphone$,bc_all,0xFF0000; end; ">
i added that script to my vip ticket. how to add delay for each shout? i want 15 seconds delay for each shout
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where to edit so that for example 1 int= +500 heal. i would like it to be 1 int= +1000 heal
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found a fixed
becuase i disabled this one in renewal
/// renewal cast time/// (disable by commenting the line)////// leave this line to enable renewal casting time algorithms/// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats./// example:/// on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a/// "fixed cast time" which can only be reduced by specialist items and skills//#define RENEWAL_CAST
then i should not be editing reskill_cast_db.txt but i should edit pre-reskill_cast_db.txt
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Why.... ASC_BREAKER and ASC_METEORASSAULT....
have DELAY!!!!
ASC_BREAKER Delay => 1000:1200:1400:1600:1800:2000:2200:2400:2600:2800
ASC_METEORASSAULT => 500
i tried to copy the CastingTime up to Fixed Casting Time of meteor assault then paste it to the soul breaker but still nothing changed
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//-- ASC_BREAKER379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,250
//-- ASC_METEORASSAULT (Upkeep2 times are duration of: blind(lv1), stun(lv2) or bleeding (lv3))406,250,500,0,0,10000:5000:120000,0,250
None of these skills has Cooldown.
Remember that the cooldown is the penultimate number.
if non of them has cooldown. why should i wait 3-4 sec after casting soul breaker to able to use any skill again?. but if i use meteor assault i only need to wait 1-2 sec to able to use any skill again?
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your welcome n_n
got a question again
my delay rate is still
delay_rate: 40
i compared the cooldown of soul break and meteor assault of assassin cross. the cool down of meteor assault if 1-2 sec faster the the cooldown of soul breaker.
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i already set to me nowarp.txt that it should not allowed to @warp to go their. but still normal players can still use @warp to go to thanatos
thana_boss mapflag nowarptha_scene01 mapflag nowarptha_t01 mapflag nowarptha_t02 mapflag nowarptha_t03 mapflag nowarptha_t04 mapflag nowarptha_t05 mapflag nowarptha_t06 mapflag nowarptha_t07 mapflag nowarptha_t08 mapflag nowarptha_t09 mapflag nowarptha_t10 mapflag nowarptha_t11 mapflag nowarptha_t12 mapflag nowarp
Use nowarpto
thana_boss mapflag nowarpto
thank you
but guys i don't get it
what is the purpose of adding mapflag inside A script rather than adding it to mapflag folder?
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i already set to me nowarp.txt that it should not allowed to @warp to go their. but still normal players can still use @warp to go to thanatos
thana_boss mapflag nowarptha_scene01 mapflag nowarptha_t01 mapflag nowarptha_t02 mapflag nowarptha_t03 mapflag nowarptha_t04 mapflag nowarptha_t05 mapflag nowarptha_t06 mapflag nowarptha_t07 mapflag nowarptha_t08 mapflag nowarptha_t09 mapflag nowarptha_t10 mapflag nowarptha_t11 mapflag nowarptha_t12 mapflag nowarp
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in renewal the formule for Casting time is other.
http://irowiki.org/wiki/Cast_Time#Cast_Time
change Fixed Casting Time of 250 to -1
thank you.. ill ask more questions soon when i need it. thank you so much
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1000:1200:1400:1600:1800:2000:2200:2400:2600:2800
Skill Delay in Level 1: 1 sec
Skill Delay in Level 2: 1.2 sec
Skill Delay in Level 3: 1.4 sec
Skill Delay in Level 4: 1.6sec
Skill Delay in Level 5: 1.8 sec
Skill Delay in Level 6: 2 sec
Skill Delay in Level 7: 2.2 sec
Skill Delay in Level 8: 2.4 sec
Skill Delay in Level 9: 2.6 sec
Skill Delay in Level 10: 2.8 sec
now i'm learning. what column will i edit so that it doesn't need 150 dex to instant cast?
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nothing in skill.conf or other confs can affect the cooldown.
so the last hope is doing it manually write?
about this
//-- ASC_BREAKER379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,10000,250
what is 10000 here? is it milliseconds?
yeap
ASC_BREAKER have:
Cooldown: 10 sec
Delay in level 10: 2.8 sec.
cast and fixed cast in: 0.25 sec.
a great thanks but can you explain me this one how it works?
1000:1200:1400:1600:1800:2000:2200:2400:2600:2800
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nothing in skill.conf or other confs can affect the cooldown.
so the last hope is doing it manually write?
about this
//-- ASC_BREAKER379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,10000,250
what is 10000 here? is it milliseconds?
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// Delay time after casting (Note 2)delay_rate: 40
delay_rate only affects AfterCastActDelay but not the Cooldown.
>will i set the cooldown skill by skill?
Yes.
if delay_rate only affects AfterCastActDelay. . what will i edit on skill.conf to set the cooldown
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this is only for item script
SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Time
In Renewal:
CastingTime:
- The time it takes to load a skill before being released.
- It can be affected by status, skills, equipment and sc.
- At renewal time minimum casting is 20% of the time, unless something espeficiques "Fixed Casting Time".
AfterCastActDelay:
- It is a delay that is applied AFTER the skills to been used.
- While this delay is active, any skill can be used.
- Normally it is not affected by status.
- Certain skills, sc and equipment can reduce AfterCastActDelay.
- When AfterCastActDelay equals 0, the reuse time of a skill depends on your ASPD.
Cool Down
- It is a delay that is applied AFTER the skills to been used.
- Only affects a specific skill. while this skill have cooldown can not be used, but you can use any other skill.
- No Status affects the cooldown.
- Skills, equipment and SC may affect the cooldown.
Fixed Casting Time
- Special condition for skill with cast time.
- when 0, the minimum cast time is equal to 20% of the total cast.
- When it is less than 0, no minimum cast time.
- Any other positive number is a minimum time for casting specific skill.
// Delay time after casting (Note 2)
delay_rate: 40
i think this delay_rate is globally. if i set this to 0 then all the skills won't have cooldown. if that happens? what will i do? will i set the cooldown skill by skill?
- The time it takes to load a skill before being released.
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delay != cooldown.
379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,250
for
379,250,0,0,0,0,0,-1
Casting time: 250
Fixed Cast: 0
Delay: 0
Cooldown: 0
Delay Walk: 0.
sorry about that.
what should i do to fix this problem that i am facing
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fixed!. Edited sonic blow in skill.c
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i set a after skill delay(cooldown) to my server. but i want a specific skill to be no after skill delay(cooldown)
i'm currently using renewal
for example i want that the soul breaker cooldown will be 0.
but still after casting soul breaker there is still a cooldown
//-- ASC_BREAKER379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,250
this is my skill.conf
//--------------------------------------------------------------// 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, 16: Mercenary)//--------------------------------------------------------------// The rate of time it takes to cast a spell (Note 2, 0 = No casting time)casting_rate: 100// Delay time after casting (Note 2)delay_rate: 40// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)// Note: On Official servers, neither Dex nor Agi affect delay timedelay_dependon_dex: nodelay_dependon_agi: no// Minimum allowed delay for ANY skills after casting (in milliseconds) (Note 1)// Note: Setting this to anything above 0 can stop speedhacks.min_skill_delay_limit: 100// This delay is the min 'can't walk delay' of all skills.// NOTE: Do not set this too low, if a character starts moving too soon after // doing a skill, the client will not update this, and the player/mob will // appear to "teleport" afterwards.default_walk_delay: 300//Completely disable skill delay of the following types (Note 3)//NOTE: By default mobs don't have the skill delay as specified in the skill// database, but follow their own 'reuse' skill delay which is specified on// the mob skill db. When set, the delay for all skills become// min_skill_delay_limit.no_skill_delay: 2// At what dex does the cast time become zero (instacast)?castrate_dex_scale: 150// How much (dex*2+int) does variable cast turns zero?vcast_stat_scale: 150// What level of leniency should the skill system give for skills when// accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 300)//// NOTE: Setting this to 100% may cause some issues with valid skills not being cast.// The time difference between client and server varies so allowing 90% leniency// should be enough to forgive very small margins of error.skill_amotion_leniency: 90// Will normal attacks be able to ignore the delay after skills? (Note 1)skill_delay_attack_enable: yes// Range added to skills after their cast time finishes.// Decides how far away the target can walk away after the skill began casting before the skill fails.// 0 disables this range checking (default)skill_add_range: 0// If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)skill_out_range_consume: no// Does the distance between caster and target define if the skill is a ranged skill? (Note 3)// If set, when the distance between caster and target is greater than 3 the skill is considered long-range, otherwise it's a melee range.// If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).// Default 14 (mobs + pets + homun)skillrange_by_distance: 14// Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)// NOTE: Skills affected by this option are those whose range in the skill_db are negative. Note that unless monster_ai&0x400 is// set, the range of all skills is 9 for monsters.skillrange_from_weapon: 30// Should a check on the caster's status be performed in all skill attacks?// When set to yes, meteors, storm gust and any other ground skills will have // no effect while the caster is unable to fight (eg: stunned).skill_caster_check: yes// Should ground placed skills be removed as soon as the caster dies? (Note 3)clear_skills_on_death: 0// Should ground placed skills be removed when the caster changes maps? (Note 3)clear_skills_on_warp: 15//Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"//The two skills affected by default are Pneuma and Safety Wall (if set to yes, those two skills will not protect everyone, but only allies)//See db/skill_unit_db.txt for more info.defunit_not_enemy: no// Do skills do at least 'hits' damage when they don't miss/are blocked?//(for example, will firebolts always do "number of bolts" damage versus plants?)//Values (add as appropriate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.skill_min_damage: 6// The delay rate of monk's combo (Note 2)combo_delay_rate: 100// Use alternate auto Counter Attack Skill Type? (Note 3)// For those characters on which it is set, 100% Critical,// Otherwise it disregard DEF and HIT+20, CRI*2auto_counter_type: 15// Can ground skills be placed on top of each other? (Note 3)// By default, skills with UF_NOREITERATION set cannot be stacked on top of // other skills, this setting will override that. (skill_unit_db)skill_reiteration: 0// Can ground skills NOT be placed underneath/near players/monsters? (Note 3)// If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)skill_nofootset: 1// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)// Default on official servers: yes for player-trapsgvg_traps_target_all: 1// Some traps settings (add as necessary):// 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times.// (Invisible traps can be revealed through Hunter's Detecting skill)traps_setting: 0// Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)// 1: Enable players to damage the floras outside of versus grounds.// 2: Disable having different types out at the same time// (eg: forbid summoning anything except hydras when there's already // one hydra out)summon_flora_setting: 3// Whether placed down skills will check walls (Note 1)// (Makes it so that Storm Gust/Lord of Vermillion/etc when cast next to a wall, won't hit on the other side) skill_wall_check: yes// When cloaking, Whether the wall is checked or not. (Note 1)// Note: When the skill does not checks for walls, you will always be considered// as if you had a wall-next to you (you always get the wall-based speed). // Add the settings as required, being hit always uncloaks you.// // 0 = doesn't check for walls// 1 = Check for walls// 2 = Cloaking is not cancelled when attacking.// 4 = Cloaking is not cancelled when using skillsplayer_cloak_check_type: 1monster_cloak_check_type: 4// Can't place unlimited land skills at the same time (Note 3)land_skill_limit: 9//Determines which kind of skill-failed messages should be sent:// 1 - Disable all skill-failed messages.// 2 - Disable skill-failed messages due to can-act delays.// 4 - Disable failed message from Snatcher// 8 - Disable failed message from Envenomdisplay_skill_fail: 2// Can a player in chat room (in-game), be warped by a warp portal? (Note 1)chat_warpportal: no// What should the wizard's "Sense" skill display on the defense fields?// 0: Do not show defense// 1: Base defense [RE default]// 2: Vit/Int defense// 3: Both (the addition of both) sense_type: 1// Which finger offensive style will be used?// 0 = Aegis style (single multi-hit attack)// 1 = Athena style (multiple consecutive attacks)finger_offensive_type: 0// Grandcross Settings (Don't mess with these)// If set to no, hit interval is increased based on the amount of mobs standing on the same cell// (means that when there's stacked mobs in the same cell, they won't receive all hits)gx_allhit: no// Grandcross display type (Default 1)// 0: Yellow character// 1: White charactergx_disptype: 1// Max Level Difference for Devotiondevotion_level_difference: 10// If no than you can use the ensemble skills alone. (Note 1)player_skill_partner_check: yes// Remove trap type// 0 = Aegis system : Returns 1 'Trap' item// 1 = Athena system : Returns all items used to deploy the trapskill_removetrap_type: 0// Does using bow to do a backstab give a 50% damage penalty? (Note 1)backstab_bow_penalty: yes// How many times you could try to steal from a mob.// Note: It helps to avoid stealing exploit on monsters with few rare items// Use 0 to disable (max allowed value is 255)skill_steal_max_tries: 0// Can Rogues plagiarize advanced job skills // 0 = no restriction// 1 = only stalker may plagiarize advanced skills // 2 = advanced skills cannot be plagiarized by anyone // Official servers setting: 2copyskill_restrict: 2// Does Berserk/Frenzy cancel other self-buffs when used?berserk_cancels_buffs: no// Level and Strength of "MVP heal". When someone casts a heal of this level or// above, the heal formula is bypassed and this value is used instead.max_heal: 9999max_heal_lv: 11// Emergency Recall Guild Skill setting (add as appropriate).// Note that for the skill to be usable at all, // you need at least one of 1/2 and 4/8// 1: Skill is usable outside of woe.// 2: Skill is usable during woe.// 4: Skill is usable outside of GvG grounds// 8: Skill is usable on GvG grounds//16: Disable skill from "nowarpto" maps// (it will work on GVG castles even if they are set to nowarpto, though)emergency_call: 11// Guild Aura Skills setting (add as appropriate).// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)// Note that for the skill to be usable at all, // you need at least one of 1/2 and 4/8// 1: Skill works outside of woe.// 2: Skill works during woe.// 4: Skill works outside of GvG grounds// 8: Skill works on GvG grounds//16: Disable skill from affecting Guild Masterguild_aura: 31// Allows players to skip menu when casting Teleport level 1// Menu contains two options. "Random" and "Cancel"skip_teleport_lv1_menu: no// Allow use of SG skills without proper day (Sun/Moon/Star) ?allow_skill_without_day: no// Allow use of ES-type magic on players?allow_es_magic_player: no// Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)sg_miracle_skill_ratio: 2// Miracle of the Sun, Moon and Stars skill duration in millisecondssg_miracle_skill_duration: 3600000// Angel of the Sun, Moon and Stars skill ratio (100% = 10000)sg_angel_skill_ratio: 10// Skills that bHealPower has effect on// 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idunskill_add_heal_rate: 7// Whether the damage of EarthQuake with a single target on screen is able to be reflected.// Note: On official server, EQ is reflectable when there is only one target on the screen, // which might be an exploit to hunt the MVPs.eq_single_target_reflectable: yes// On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.// When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.// (The number will show but no actual damage will be done)invincible.nodamage: no// Dancing Weapon Switch// On official server, a fix is in place that prevents the switching of weapons to cancel songs.// Default: yesdancing_weaponswitch_fix: yes// Skill Trap Type (GvG)// 0: (official) Traps in GvG only make player stop moving after its walk path is complete, and it activates other traps on the way.// 1: Traps in GvG make player stop moving right when stepping over it.skill_trap_type: 0// Max Possible Level of Monster skills// Note: If your MVPs are too tough, reduce it to 10.mob_max_skilllvl: 100
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normal attack stops after sonic blow
i want that even if it uses sonic blow(ifrit set) while doing a normal attack it won't stop the normal attack
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i am using renewal features
i set the instant cast at 150 dex. but when my dex is already 150. there is still no instant cast
//--------------------------------------------------------------// 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, 16: Mercenary)//--------------------------------------------------------------// The rate of time it takes to cast a spell (Note 2, 0 = No casting time)casting_rate: 100// Delay time after casting (Note 2)delay_rate: 100// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)// Note: On Official servers, neither Dex nor Agi affect delay timedelay_dependon_dex: nodelay_dependon_agi: no// Minimum allowed delay for ANY skills after casting (in milliseconds) (Note 1)// Note: Setting this to anything above 0 can stop speedhacks.min_skill_delay_limit: 100// This delay is the min 'can't walk delay' of all skills.// NOTE: Do not set this too low, if a character starts moving too soon after // doing a skill, the client will not update this, and the player/mob will // appear to "teleport" afterwards.default_walk_delay: 300//Completely disable skill delay of the following types (Note 3)//NOTE: By default mobs don't have the skill delay as specified in the skill// database, but follow their own 'reuse' skill delay which is specified on// the mob skill db. When set, the delay for all skills become// min_skill_delay_limit.no_skill_delay: 2// At what dex does the cast time become zero (instacast)?castrate_dex_scale: 150// How much (dex*2+int) does variable cast turns zero?vcast_stat_scale: 150// What level of leniency should the skill system give for skills when// accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 300)//// NOTE: Setting this to 100% may cause some issues with valid skills not being cast.// The time difference between client and server varies so allowing 90% leniency// should be enough to forgive very small margins of error.skill_amotion_leniency: 90// Will normal attacks be able to ignore the delay after skills? (Note 1)skill_delay_attack_enable: yes// Range added to skills after their cast time finishes.// Decides how far away the target can walk away after the skill began casting before the skill fails.// 0 disables this range checking (default)skill_add_range: 0// If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)skill_out_range_consume: no// Does the distance between caster and target define if the skill is a ranged skill? (Note 3)// If set, when the distance between caster and target is greater than 3 the skill is considered long-range, otherwise it's a melee range.// If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).// Default 14 (mobs + pets + homun)skillrange_by_distance: 14// Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)// NOTE: Skills affected by this option are those whose range in the skill_db are negative. Note that unless monster_ai&0x400 is// set, the range of all skills is 9 for monsters.skillrange_from_weapon: 30// Should a check on the caster's status be performed in all skill attacks?// When set to yes, meteors, storm gust and any other ground skills will have // no effect while the caster is unable to fight (eg: stunned).skill_caster_check: yes// Should ground placed skills be removed as soon as the caster dies? (Note 3)clear_skills_on_death: 0// Should ground placed skills be removed when the caster changes maps? (Note 3)clear_skills_on_warp: 15//Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"//The two skills affected by default are Pneuma and Safety Wall (if set to yes, those two skills will not protect everyone, but only allies)//See db/skill_unit_db.txt for more info.defunit_not_enemy: no// Do skills do at least 'hits' damage when they don't miss/are blocked?//(for example, will firebolts always do "number of bolts" damage versus plants?)//Values (add as appropriate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.skill_min_damage: 6// The delay rate of monk's combo (Note 2)combo_delay_rate: 100// Use alternate auto Counter Attack Skill Type? (Note 3)// For those characters on which it is set, 100% Critical,// Otherwise it disregard DEF and HIT+20, CRI*2auto_counter_type: 15// Can ground skills be placed on top of each other? (Note 3)// By default, skills with UF_NOREITERATION set cannot be stacked on top of // other skills, this setting will override that. (skill_unit_db)skill_reiteration: 0// Can ground skills NOT be placed underneath/near players/monsters? (Note 3)// If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)skill_nofootset: 1// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)// Default on official servers: yes for player-trapsgvg_traps_target_all: 1// Some traps settings (add as necessary):// 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times.// (Invisible traps can be revealed through Hunter's Detecting skill)traps_setting: 0// Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)// 1: Enable players to damage the floras outside of versus grounds.// 2: Disable having different types out at the same time// (eg: forbid summoning anything except hydras when there's already // one hydra out)summon_flora_setting: 3// Whether placed down skills will check walls (Note 1)// (Makes it so that Storm Gust/Lord of Vermillion/etc when cast next to a wall, won't hit on the other side) skill_wall_check: yes// When cloaking, Whether the wall is checked or not. (Note 1)// Note: When the skill does not checks for walls, you will always be considered// as if you had a wall-next to you (you always get the wall-based speed). // Add the settings as required, being hit always uncloaks you.// // 0 = doesn't check for walls// 1 = Check for walls// 2 = Cloaking is not cancelled when attacking.// 4 = Cloaking is not cancelled when using skillsplayer_cloak_check_type: 1monster_cloak_check_type: 4// Can't place unlimited land skills at the same time (Note 3)land_skill_limit: 9//Determines which kind of skill-failed messages should be sent:// 1 - Disable all skill-failed messages.// 2 - Disable skill-failed messages due to can-act delays.// 4 - Disable failed message from Snatcher// 8 - Disable failed message from Envenomdisplay_skill_fail: 2// Can a player in chat room (in-game), be warped by a warp portal? (Note 1)chat_warpportal: no// What should the wizard's "Sense" skill display on the defense fields?// 0: Do not show defense// 1: Base defense [RE default]// 2: Vit/Int defense// 3: Both (the addition of both) sense_type: 1// Which finger offensive style will be used?// 0 = Aegis style (single multi-hit attack)// 1 = Athena style (multiple consecutive attacks)finger_offensive_type: 0// Grandcross Settings (Don't mess with these)// If set to no, hit interval is increased based on the amount of mobs standing on the same cell// (means that when there's stacked mobs in the same cell, they won't receive all hits)gx_allhit: no// Grandcross display type (Default 1)// 0: Yellow character// 1: White charactergx_disptype: 1// Max Level Difference for Devotiondevotion_level_difference: 10// If no than you can use the ensemble skills alone. (Note 1)player_skill_partner_check: yes// Remove trap type// 0 = Aegis system : Returns 1 'Trap' item// 1 = Athena system : Returns all items used to deploy the trapskill_removetrap_type: 0// Does using bow to do a backstab give a 50% damage penalty? (Note 1)backstab_bow_penalty: yes// How many times you could try to steal from a mob.// Note: It helps to avoid stealing exploit on monsters with few rare items// Use 0 to disable (max allowed value is 255)skill_steal_max_tries: 0// Can Rogues plagiarize advanced job skills // 0 = no restriction// 1 = only stalker may plagiarize advanced skills // 2 = advanced skills cannot be plagiarized by anyone // Official servers setting: 2copyskill_restrict: 2// Does Berserk/Frenzy cancel other self-buffs when used?berserk_cancels_buffs: no// Level and Strength of "MVP heal". When someone casts a heal of this level or// above, the heal formula is bypassed and this value is used instead.max_heal: 9999max_heal_lv: 11// Emergency Recall Guild Skill setting (add as appropriate).// Note that for the skill to be usable at all, // you need at least one of 1/2 and 4/8// 1: Skill is usable outside of woe.// 2: Skill is usable during woe.// 4: Skill is usable outside of GvG grounds// 8: Skill is usable on GvG grounds//16: Disable skill from "nowarpto" maps// (it will work on GVG castles even if they are set to nowarpto, though)emergency_call: 11// Guild Aura Skills setting (add as appropriate).// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)// Note that for the skill to be usable at all, // you need at least one of 1/2 and 4/8// 1: Skill works outside of woe.// 2: Skill works during woe.// 4: Skill works outside of GvG grounds// 8: Skill works on GvG grounds//16: Disable skill from affecting Guild Masterguild_aura: 31// Allows players to skip menu when casting Teleport level 1// Menu contains two options. "Random" and "Cancel"skip_teleport_lv1_menu: no// Allow use of SG skills without proper day (Sun/Moon/Star) ?allow_skill_without_day: no// Allow use of ES-type magic on players?allow_es_magic_player: no// Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)sg_miracle_skill_ratio: 2// Miracle of the Sun, Moon and Stars skill duration in millisecondssg_miracle_skill_duration: 3600000// Angel of the Sun, Moon and Stars skill ratio (100% = 10000)sg_angel_skill_ratio: 10// Skills that bHealPower has effect on// 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idunskill_add_heal_rate: 7// Whether the damage of EarthQuake with a single target on screen is able to be reflected.// Note: On official server, EQ is reflectable when there is only one target on the screen, // which might be an exploit to hunt the MVPs.eq_single_target_reflectable: yes// On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.// When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.// (The number will show but no actual damage will be done)invincible.nodamage: no// Dancing Weapon Switch// On official server, a fix is in place that prevents the switching of weapons to cancel songs.// Default: yesdancing_weaponswitch_fix: yes// Skill Trap Type (GvG)// 0: (official) Traps in GvG only make player stop moving after its walk path is complete, and it activates other traps on the way.// 1: Traps in GvG make player stop moving right when stepping over it.skill_trap_type: 0// Max Possible Level of Monster skills// Note: If your MVPs are too tough, reduce it to 10.mob_max_skilllvl: 100
drop problem
in Database Support
Posted
when i use @mi 1002. the poring card drop rate is 100% but when i try to kill the poring it doesnt drop 100% card.
this is my config