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Everything posted by jTynne
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Strange; I'm *still* only receiving half the base experience I'm supposed to, even with what's shown in @mi with the setting enabled to show the exact EXP gained with a kill. gm.conf: atcommand_mobinfo_type: 1 exp.conf // Rate at which exp. is given. (Note 2) base_exp_rate: 100 // Rate at which job exp. is given. (Note 2) job_exp_rate: 100 level_penalty.txt: // EXP modifiers due to level difference 1,12,16,1 1,12,15,120 1,12,10,300 1,12,6,500 1,12,0,700 1,12,-6,500 1,12,-11,300 renewal.h: #define RENEWAL_EXP
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Strange, that's what I have it set to and it's still not giving the correct experience amounts. With 1x experience rates enabled on the server, with minor adjustments to how I want the level penalty to scale (even with default level penalty file, this still happens), I'm receiving half of the correct BASE experience. Job experience seems to be working correctly. In the above screenshot, this is with a character at base level 101, which is the same as the monster defeated (Lude, #1509). This problem persists even when far above the defeated monster. What's shown in @showexp setting (displayed experience) versus @mi, does not match one another.
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Upon updating the level penalty file with the correct race (11/12 for non-boss, boss), I think experience is still not applying 100% correctly. I'm still only receiving half of what's displayed in my @mi window in most instances.
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Yeah... and it's not working. XD Renewal EXP is busted. @@AnnieRuru, I wish I was better at coding, I found that part in the code myself but I have no idea what I'm doing. T_T @@Triedge, thank you for posting a confirmation image<3
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I'm killing Ludes (1509) at various levels above, same level, lower than, etc, and I'm receiving half the base experience that's displayed in @mi 1509. I have no source edits to experience algorithms or the like. @mi shows I should be receiving 2030 base EXP at 1x rates, and I'm receiving 1015 base EXP instead. I have the renewal EXP setting uncommented in the renewal config src file.
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Interesting... thanks for the share, JulioCF!
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Have you tried removing the "1250" from the map_index file? I've never used the ID when adding new maps, so that may be the issue.
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You should update your kRO data via patchers, as there will be quite a few missing wav files in much of my custom downloads otherwise. http://www.casualro.com/celine.zip for celine's three sound files. - Author of the package you downloaded.
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Which patcher are you using?...
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The donationnpc.txt needs to be uploaded into your game server's directory (for example, /Hercules/npc/) and loaded like any other NPC in-game. It's not something that can be called from the game server / web server.
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Seems the donation module is broken? Anyone have a fix for this? Fixed. Needed to add an additional receiver e-mail. x_x;
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I would kill for a patch that increases the range for custom monsters. Currently only IDs 1000-3999 can display custom monsters properly, even if you edit the server-side src code to have a larger custom monster database. For those of us who create a lot of custom monsters, we're limited to roughly 300 monsters at present (which I have over five hundred I'd like to implement) without conflicting with official monster IDs. Am willing to sponsor this patch if need be.
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Is it possible to display monsters w/IDs above, say, 10,000?
jTynne replied to jTynne's question in Client-Side Support
I see! This is what I figured, as I'm no stranger to creating custom monsters and this was the first time I've ran into any such snags. I do hope this can be implemented in the future for NEMO! *crosses fingers* Thank you for your response! If anyone would know about this sort of thing for certain, it'd be you! -
I do, I do!~
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Is it possible to display monsters w/IDs above, say, 10,000?
jTynne replied to jTynne's question in Client-Side Support
Hrm, I'm thinking it may be a client-side limitation, only because the monster info works in-game (@mi 15000, for example, if I've defined a monster with that ID in the mob_db.conf) but it displays as a Poring. Darn. Would be convenient for those of us who like to implement a ton of custom monsters. XD Thanks, Emistry! -
Is it possible to display monsters w/IDs above, say, 10,000?
jTynne replied to jTynne's question in Client-Side Support
I've done so in the source and recompiled, but anything outside of the regular range of 1000-3999 is displaying as a Poring: src/map/map.h #define MAX_MOB_DB 19000 -
Merry Christmas~!
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Is it possible to display monsters w/IDs above, say, 10,000?
jTynne posted a question in Client-Side Support
Just out of curiosity, and the need to not conflict my custom monster IDs with official monsters (I used to use 2500-3400, but there are official monsters in that range now...), is it possible to make it so custom monsters don't show up as Porings when you set the max mob ID to an absurdly high number (I chose 19,000) and use a monster ID between 12,000-max? Basically, anything that's not between 1001 and 4000 isn't showing up as anything other than a Poring. I've already modified the jobname and npcidentity lub files client-side, and when I use an ID between 1001-3999, it displays correctly, but when I set it anywhere else, it shows as a Poring. I'm curious if it's possible for like, a NEMO patch to be made to increase the monster ID range(s), or add new ones? Or, if it's possible to do without any additional hex edits to the game client. Halp plz thx. -
You just made my morning. Legit woke up, made coffee, and came to this thread, and this. Festive miracles! <3 Danke!
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What if I was using SQL mob databases? Well, you're out of luck. It was deprecated long ago and it's being removed. It'll stay available for website/control panel purposes though. An automated converter (much like the db2sql plugin for the item db) will be available soon, and even executed automatically whenever we update the mob db, to keep the sql counterpart in sync!
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Thor Volcano Dungeon 3 - Black hidden area
jTynne replied to Nagad's question in Client-Side Support
Thank you for sharing this; absolutely brilliant quick-fix solution! -
Ragnarok Online Mobile Version CN Teaser Trailer at Chinajoy 2015
jTynne replied to JulioCF's topic in Ragnarok News
Looks a hell of a lot like Tree of Savior. I like it though! -
https://www.youtube.com/watch?v=rbM_TEgkKeE&feature=youtu.be I somehow managed to make it to level 50 before it ended. My friend made it to 76 (Hisoka). ToS was worth the wait, and it lives up to the hype. Cannot wait until the next beta, or for pservers of it. Awesome, awesome game.