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Found 6 results

  1. http://herc.ws/board/topic/8000-item-specific-drop-table/ to begin with explaing, I'm not good at English plz understand I wanna drop "gold coin" by all-monsters.. so I found the information .. but I don't know how to edit it!! guys could you help me ㅠㅜ.. ============================================================== // Specific Item Drop Ratio Database // Overrides for global item_rate* values from conf/battle/drops.conf // // Structure of Database: // ItemID,Ratio{,MonsterID} // // Result: // ItemID base drop rates defined in mob_db will not get multiplied // by global item_rate* values (aka drop rates) from // conf/battle/drops.conf. Instead Ratio will be used (100 = 1x). // If no MonsterID is specified, all monsters will be affected, // otherwise only listed ones. // // Examples: // 909,100 // Jellopies from monsters will drop with 1x drop rate regardless of global drop rate // 909,1000 // Jellopies from monsters will drop with 10x drop rate regardless of global drop rate // 909,100,1002 // Jellopies from Porings will drop with 1x drop rate. Other monsters that drop Jellopies are unaffected (use global drop rate). // // Notes: // - By default you can list up to 10 MonsterIDs per ItemID. // It can be changed in src/map/mob.c by adjusting MAX_ITEMRATIO_MOBS. // - Only ItemIDs up to MAX_ITEMDB are supported (default: 32768). // - Does not override item_drop_*_min/max settings. // - Does not affect card/item-granted drops. To adjust card/item-granted // drops, edit them in item_db. // - Does affect MVP prizes and Treasure Boxes. // - You can add only ONE line per ItemID. If you need various ratios // for different monsters, override drop rate with Ratio=100 and edit // base drop rates in mob_db. // - This file is reloaded by @reloadmobdb. 671,10000 <-------- am I wrong? ===================================================================
  2. Olá amigos, boa noite. Apesar de não ser recomendado usar o db_sql conforme vem avisado no inter-server.conf eu optei por usar sql pois *pra mim* é muito mais simples, prático e de fácil manuseio, além da manutenção ser infinitamente mais fácil. Gostaria de saber se alguém manja como fazer exatamente o exemplo abaixo em .txt pra .sql (os bloqueios do item): { Id: 111111 AegisName: "111111" Name: "111111" Type: 3 Buy: 0 Weight: 0 Trade: { override: 99 nodrop: true notrade: true partneroverride: true noselltonpc: true nocart: true nostorage: false nogstorage: true nomail: true noauction: true }}, Eu vi isso no item_db.txt e usando a base .txt eu consigo o que preciso, mais e no SQL alguém manja? se alguém tiver um exemplo simples fico agradecido. Tenho quase certeza que o bloqueio é no trad_flag pois alguns itens default vem com bloqueio só que não sei quais os valores de cada regra. Valeu pessoal.
  3. Hello community! I have a question: is it possible to remove drop from slave mobs without editing mob_db? For example: White Lady summoning Green Maiden, who drops Bao Bao, and every time when player killing slave mob - it drops this item again and again. Many players like to abuse it. Is it any way to fix it? Thanks for advance! c:
  4. So I tried modifying my vending skill to use Cashpoints instead of Zeny and coded it like this: vending.c at "vending_purchasereq" /*==========================================* Purchase item(s) from a shop*------------------------------------------*/void vending_purchasereq(struct map_session_data* sd, int aid, unsigned int uid, const uint8* data, int count) { int i, j, cursor, w, new_ = 0, blank, vend_list[MAX_VENDING]; double z; double cashPoints; struct s_vending vend[MAX_VENDING]; // against duplicate packets struct map_session_data* vsd = map->id2sd(aid); nullpo_retv(sd); if( vsd == NULL || !vsd->state.vending || vsd->bl.id == sd->bl.id ) return; // invalid shop if( vsd->vender_id != uid ) { // shop has changed clif->buyvending(sd, 0, 0, 6); // store information was incorrect return; } if( !searchstore->queryremote(sd, aid) && ( sd->bl.m != vsd->bl.m || !check_distance_bl(&sd->bl, &vsd->bl, AREA_SIZE) ) ) return; // shop too far away searchstore->clearremote(sd); if( count < 1 || count > MAX_VENDING || count > vsd->vend_num ) return; // invalid amount of purchased items blank = pc->inventoryblank(sd); //number of free cells in the buyer's inventory // duplicate item in vending to check hacker with multiple packets memcpy(&vend, &vsd->vending, sizeof(vsd->vending)); // copy vending list // some checks z = 0.; // zeny counter w = 0; // weight counter for( i = 0; i < count; i++ ) { short amount = *(uint16*)(data + 4*i + 0); short idx = *(uint16*)(data + 4*i + 2); idx -= 2; if( amount <= 0 ) return; // check of item index in the cart if( idx < 0 || idx >= MAX_CART ) return; ARR_FIND( 0, vsd->vend_num, j, vsd->vending[j].index == idx ); if( j == vsd->vend_num ) return; //picked non-existing item else vend_list[i] = j; z += ((double)vsd->vending[j].value * (double)amount); /*if( z > (double)sd->status.zeny || z < 0. || z > (double)MAX_ZENY ) { clif->buyvending(sd, idx, amount, 1); // you don't have enough zeny return; }*/ cashPoints = pc_readaccountreg(sd,script->add_str("#CASHPOINTS")); if( z > cashPoints || z < 0. || z > (double)MAX_ZENY ) { clif->buyvending(sd, idx, amount, 1); // you don't have enough zeny return; } cashPoints = pc_readaccountreg(vsd,script->add_str("#CASHPOINTS")); if( z + (double)vsd->cashPoints > (double)MAX_ZENY && !battle_config.vending_over_max ) { clif->buyvending(sd, idx, vsd->vending[j].amount, 4); // too much zeny = overflow return; } w += itemdb_weight(vsd->status.cart[idx].nameid) * amount; if( w + sd->weight > sd->max_weight ) { clif->buyvending(sd, idx, amount, 2); // you can not buy, because overweight return; } //Check to see if cart/vend info is in sync. if( vend[j].amount > vsd->status.cart[idx].amount ) vend[j].amount = vsd->status.cart[idx].amount; // if they try to add packets (example: get twice or more 2 apples if marchand has only 3 apples). // here, we check cumulative amounts if( vend[j].amount < amount ) { // send more quantity is not a hack (an other player can have buy items just before) clif->buyvending(sd, idx, vsd->vending[j].amount, 4); // not enough quantity return; } vend[j].amount -= amount; switch( pc->checkadditem(sd, vsd->status.cart[idx].nameid, amount) ) { case ADDITEM_EXIST: break; //We'd add this item to the existing one (in buyers inventory) case ADDITEM_NEW: new_++; if (new_ > blank) return; //Buyer has no space in his inventory break; case ADDITEM_OVERAMOUNT: return; //too many items } } //pc->payzeny(sd, (int)z, LOG_TYPE_VENDING, vsd); pc->paycash(sd, (int)z, 0); /* if( battle_config.vending_tax ) z -= z * (battle_config.vending_tax/10000.); */ //pc->getzeny(vsd, (int)z, LOG_TYPE_VENDING, sd); pc->getcash(vsd, (int)z, 0); for( i = 0; i < count; i++ ) { short amount = *(uint16*)(data + 4*i + 0); short idx = *(uint16*)(data + 4*i + 2); idx -= 2; // vending item pc->additem(sd, &vsd->status.cart[idx], amount, LOG_TYPE_VENDING); vsd->vending[vend_list[i]].amount -= amount; pc->cart_delitem(vsd, idx, amount, 0, LOG_TYPE_VENDING); clif->vendingreport(vsd, idx, amount); //print buyer's name if( battle_config.buyer_name ) { char temp[256]; sprintf(temp, msg_txt(265), sd->status.name); clif_disp_onlyself(vsd,temp,strlen(temp)); } } // compact the vending list for( i = 0, cursor = 0; i < vsd->vend_num; i++ ) { if( vsd->vending[i].amount == 0 ) continue; if( cursor != i ) { // speedup vsd->vending[cursor].index = vsd->vending[i].index; vsd->vending[cursor].amount = vsd->vending[i].amount; vsd->vending[cursor].value = vsd->vending[i].value; } cursor++; } vsd->vend_num = cursor; //Always save BOTH: buyer and customer if( map->save_settings&2 ) { chrif->save(sd,0); chrif->save(vsd,0); } //check for @AUTOTRADE users [durf] if( vsd->state.autotrade ) { //see if there is anything left in the shop ARR_FIND( 0, vsd->vend_num, i, vsd->vending[i].amount > 0 ); if( i == vsd->vend_num ) { //Close Vending (this was automatically done by the client, we have to do it manually for autovenders) [Skotlex] vending->close(vsd); map->quit(vsd); //They have no reason to stay around anymore, do they? } else pc->autotrade_update(vsd,PAUC_REFRESH); }} Everything is working fine, when I buy items it costs Cashpoints and the vendor gets Cashpoints too but the problem is, when You drag and drop items you want to buy it checks the price as Zeny instead of Cashpoints, so if you have 0 zeny when you try to buy something, the message "You do not have enough Zeny" shows at the chat and it wont transfer to the "Buying box". How do I make it so that It checks #CASHPOINTS instead of Zeny when I drag and drop items to the "Buying box".
  5. Hi, i'm diconfrost vanz. I own WipeOutRO. it's a midrate server. Well, enough for introductions. i'm making a premium system for my server that will give boost on exp/drop and give something like instant access on some maps. At first i tried to use the script of Rafael http://rathena.org/board/topic/67140-viplib-v14b-vipadmin-v13a-updated/ and i failed to make it to my liking. And after that i tried using this http://rathena.org/board/topic/77630-vip-system/ but the npc script was incomplete and i can't make an item script for it. And now i was using this script made by my friend Jezu, http://www.wipeoutgaming.info/VIP.zip It's a perfect one for me, the only problem i have there is i can't make an item script for it. Can you help me rescript or recode it so i can make something like a item script using callfunc or something can be used in item scripts?
  6. Maybe I am the one that really one to see Hercules focus in developing renewal. Also maybe others have a better views that may convince me to agree with pre renewal too. Those day developer team in rathena drop text and continuing sql. So lets try to drop pre renewal.
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