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Add(Custom!)/Edit awakes @ Awakening Scrolls

Junior Spellweaver
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how to remove negative awakes in game i just nid to delete the - ? for example -1-5-6
 
Initiate Mage
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here my flyff folder there is no Resources how can i see it

Maples - Add(Custom!)/Edit awakes @ Awakening Scrolls - RaGEZONE Forums
 
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would not you boring me. where can I find FlyFF Server FOLDER


sorry.

can you do step by step how to find that folder

---------- Post added 26-10-10 at 12:37 AM ---------- Previous post was 25-10-10 at 11:01 PM ----------

is this for flyff server owner only or for normal player who wants good awake

sorry about my english
 
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Newbie Spellweaver
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would not you boring me. where can I find FlyFF Server FOLDER


sorry.

can you do step by step how to find that folder

---------- Post added 26-10-10 at 12:37 AM ---------- Previous post was 25-10-10 at 11:01 PM ----------

is this for flyff server owner only or for normal player who wants good awake

sorry about my english

Only for FlyFF Server Owners. Go to the main page to see where you can find the Resource folder if you're a FlyFF Server Owner.
 
☺☺Just Ask The Pope☺☺
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Only for FlyFF Server Owners. Go to the main page to see where you can find the Resource folder if you're a FlyFF Server Owner.


the server files are as follows i have v15.see below





 
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Newbie Spellweaver
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i encounter this error what did i do wrong?! ....

Code:
2016/ 2/27   02:08:24   Awakening: nDst = 1, dwTotalProb = 999900000
 
Newbie Spellweaver
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can someone tell what is the meaning or what is the importance of the no. "7" in the example below.DST_SPELL_RATE "7" { 18 000000001 19 000000001 20 999999998 }
 
Experienced Elementalist
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can someone tell what is the meaning or what is the importance of the no. "7" in the example below.DST_SPELL_RATE "7" { 18 000000001 19 000000001 20 999999998 }

It's the chance that particular awakening will be applied to the item out of 100. Meaning, when you add something new, you must change the numbers to properly account for the newly added awakening stat. It must equal up to 100, so however many stats you have in your randomoption.inc file, for any of the categories, count how many there are and divide 100 by that (100 / x). You'll get a general idea of what each item should now be, with a slightly higher chance for some, unless they are evenly divided. Also, be sure to add that new option to randomoption.cpp. It'll also be tied to the next thing I mention.

Also, for those newcomers wondering about armor pieces, it is more advanced, however, it can be done. I won't go into details, but look in randomoption.cpp and look around. You'll eventually see what you're looking for and when you find it, remember that index starts at 0, not 1, so when counting, start at 0. Best thing I can say is that if you want to learn more about it, do something thinking about what you need to look for and you'll understand it.
 
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