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rector

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Posts posted by rector


  1. Hello all,

     

    I found out that the Bubble Gum script actually decreases the Hit points on using it. I believe it should not as it is the drop rate increase script which is implemented in that item. For reference code from mob.c is below :

     

    			// Increase drop rate if user has SC_CASH_RECEIVEITEM			if (sd && sd->sc.data[SC_CASH_RECEIVEITEM]) // now rig the drop rate to never be over 90% unless it is originally >90%.				drop_rate = max(drop_rate,cap_value((int)(0.5+drop_rate*(sd->sc.data[SC_CASH_RECEIVEITEM]->val1)/100.),0,9000)); 

  2. @@KirieZ That solution worked thanks a ton !! :D

     

     

    @@rector If I've checked it right, this seems like a revision from august 2013, true and false constants were added on november 2013, but even if you manually add them you'll probably run into other problems because of a too old version, you should update it,

     

    I can't help too much with these old revisions, but at least for true and false, you have to add this commit to your emulator: https://github.com/HerculesWS/Hercules/commit/463cbc94ea4124a35ad5bf3222b510ad979d8805


  3. @@KirieZ

     

    I got this error now and npc is showing up but not refining.


     

    [Error]: script_rid2sd: fatal error ! player not attached![Debug]: Function: set (2 parameters):[Debug]: Data: variable name='.AllowMultipleRefines' index=0[Debug]: Data: variable name='true'[Debug]: Source (NPC): Refiner at prontera (145,194)[Warning]: script_get_val: cannot access player variable 'true', defaulting to 0 

  4. Getting this error on running the script, Please help!

     

    @@KirieZ

    [Error]:  Loading NPC file: npc/custom/refc.txtscript error on npc/custom/refc.txt line 35    script:add_word: invalid word. A word consists of undercores and/or alphanumeric characters, and valid variable prefixes/postfixes.    30 :	    mes "know what you want me to refine.";    31 :	    next;    32 :    33 :	    setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";    34 :	    .@menu$ = "";*   35 :	    for(.@i = 1; .@i <= 10; '+'+.@i) {    36 :			    if(getequipisequiped(.@i)) {    37 :					    .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";    38 :					    .@equipped = 1;    39 :			    }    40 :			    .@menu$ += ":"; 

  5. Hello all,

     

    I am in need of a refine which can be configured with a certain item and percentage. Like where you can set the required item id along with the percentage of refining chance it will increase. let say i set magic stone with 20% chance in increase of refining rate. something like that.

     

    Please help me out :)


  6. Hello !!

     

    thank you for clicking on the link and reading my request....

     

     

    May
    i request for an NPC which can actually fetch the credits data from the
    flux cp and would be a shop which would sell items in exchange of the
    credits in flux panel db.

     

    I m requesting u because i m
    getting too much of item duper complaints and i guess setting global
    variables or using the predefined db like cp_credits would actually help
    in secure way of dealing with items.

     

     

    Hoping for a positive response :)

     

    Regards...

     


  7. Hello everyone :)

     

    I was changing drop rates for a
    server today and found that there is no configuration for drop rates to
    be double the base drop rate, for example the poring has got drop rate
    for empty bottle as 15% and card as 0.01% , there is no configuration to
    make the setting for all monsters goes like

     

    poring : 15 => 30 % and card 0.01 to 0.02%

    same goes for any other monster. no configs for exact double the drop percentage?

     

    I  apolozise if I am lacking the information as i have been through the forum and didn't found anything useful.


     


  8. Hello all!

     

    I am request the scriptwriters and devs here for a script which can refine, tell you refine success change percentage, gives you option to like upgrade your chance of success by giving some specific item or so. I tried to find out at my places but couldn't

     

    Also, it would be really sweet if it can refine on the number you input, let say I gave 10 as refine input and 7 is the safe limit for the particular item, then it would prompt the safe alert and a choice to continue with each refine with a next button.

     

     

    P.S I would be really great if somebody can actually make it and archive this :)


  9.  

    Deprecated, as the official status resistance formulas have been added and they are very complex and different for every single status change so a general option for luk wasn't viable anymore.

     

    The normal status DEF rate option now applies to all stats that are involved in the resistance:

    // Adjustment for the natural rate of resistance from status changes.// If 50, status defense is halved, and you need twice as much stats to block// them (eg: 200 vit to completely block stun)pc_status_def_rate: 100mob_status_def_rate: 100
    You can also manually change the individual status resistances fairly easily via the code.

    Just look at status.c and search for "int status_get_sc_def".

     

    Just understand sc_def as percentual def and sc_def2 as linear def (kind of like armor DEF / vit DEF in pre-renewal).

    tick_def and tick_def2 is for duration respectively. You don't need to set tick_def specifically as by default it uses sc_def.

    Thnx playtester, it is surely a great helping hand :-)

     

    but still i not able to make it immunity at like 300 luk?

     

    can u please explain me how to achieve that?


  10. hello everyone,

     

    Please help me , I came back after a long time to ragnarok and while developing a server i found that luck immunity to all status is not found in configuration. Is it depricted or its my bad sight ?

     

     

    Kindly reply :)

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