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itemcombo + autobonus not working

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Antares
2013-12-01 14:49:50
I've been using this dagger set since May on nearly a daily basis and the 100% aspd effect never occured. The script looks good.....

I use the following items:
Desert Twilight [[color=#0000ff]Hunter Fly Card[/color]][[color=#0000ff]Injustice Card[/color]]
Sandstorm [[color=#0000ff]The Paper Card[/color]][[color=#0000ff]Andre Card[/color]][[color=#0000ff]Andre Card[/color]][[color=#0000ff]Andre Card[/color]]

Other than those I use the thief card set (paper+wild rose+dancing dragon+shinobi+wanderer)

(I don't think this reaches the max auto skill/effect limit)

/+
Using the daggers only, still no success

Antares
2013-12-02 08:23:44
Update:

Setting the rate to 1000/1000 and using @reloaditemdb has no effect... Still the aspd auto bonus never appears. (Setting other bonuses do work - non autobonus)

It seems to me that something is wrong with the autobonus itself..

Capuche
2014-06-07 21:36:15
Indeed it seems there is an issue. The autobonus (+ autobonus2..) in item_combo_db don't work from my test

Antares
2014-06-10 08:01:41
Thy :)

Antares
2014-09-30 10:45:11
Since a whole feature is non-operational, I'll put this on high.

(it is not working eversince combo scripts got moved into a separate table)

Antares
2014-10-10 09:03:01
News:
Someone has the same issue with a single item (non-combo)
http://rathena.org/board/topic/98381-help-me-tt/

[warn=''It's dead Jim!"][/warn]

Playtester
2014-10-31 11:36:27
Autobonus on single items works fine for me.

The problem with autobonus in a combo is that right now autobonuses are linked to equipment slots. There can be one autobonus per equipment slot. However, the scripts in the item_combo.txt are not linked to equipment slots at all, we have no information about it. So it will always be stored without position which doesn't trigger (it also spams the map server with "new combo" requests because it keeps thinking there is a new bonus).

Just giving it an equipment slot won't work either because then it still keeps adding the bonus and eventually tells you you exceeded the max number of autobonuses.

Hmmm...

Antares
2014-10-31 12:03:49
Equipment slot is Knife[4] <-- this or this --> Head, Head-Mid, Head-Low, Right hand, etc..?

Playtester
2014-10-31 14:07:06
Head / Head-Mid / Head-Low etc.
It will only check the normal 10 equipment slots too.


I managed it to call the execute script function but it still doesn't work, I assume it needs to find out what to do somewhere... but I don't even find where the struct s_autobonus is even used... it's only filled with data but not used in status.c?

Playtester
2014-10-31 18:05:27
I'll try to fix this but no guarantees.

Playtester
2014-11-01 11:36:31
Semi-fixed in b6b6b13.

It now activates properly even for combos, but there's another bug with it that occurs when there are two autobonuses that use the same equip slot. Combos will have multiple equip slots so the bug is more likely to occur.

I tried to fix that the last 24 hours but I couldn't.

Problem is that we save the active autobonuses in a single unsigned int (before my commit unsigned short) "state.autobonus", but that's by far not enough bytes to save all possible combinations of active autobonuses. What's worse is that this variable is used to determine whether a bonus should be "deleted and then readded" or "give the bonus".

I'll think about this some more but not sure if I can fix it.
I hope it won't cause too many problems. Autobonus triggers are quite rare and have a low chance usually, so I hope overlapping will hardly happen.

Antares
2014-11-03 08:50:11
Maybe Atroce card is an exception. It has quite a high chance. Btw I don't really understand why the old system was changed, and why did it broke the whole system. But with my little knowledge, I'd say since autobonus occurs on attack, it should be linked to right(+left?) hand. Would that solve things?
Btw why is this not a problem in case of other bonuses? Or why is it not a problem for single-card autobonuses? I can stack a bunch of cards and they still work, only combos were inoperable.
I hope I'm making any sense, because I'm really in the dark in this case :rolleyes:

Playtester
2014-11-03 09:32:22
I think you should already be happy with my fix, should work fine most of the time. :-)

The old system wasn't really changed, it's just that before you had to put every combo bonus on an item. It was a human decision on which item of the bonus to put the bonus on. We used to carefully selected it to make sure it can't be duplicate (i.e. never on a headgear card and never on an accessoire)

With the item_combo.txt, there is no info to which item the bonus should belong to any more. And really, it shouldn't. It should belong to all items at the same time, meaning that if one item is unequipped, the bonus should disappear.

With non-autobonus we simply do that by completely recalculating all bonuses anew when an equipment is changed.

For autobonus this however does not work. Autobonus is not just a bonus, it's a chance to GET a bonus for a certain duration. It's like a status change basically.

If we would just flush all autobonuses and recreate them like with other bonuses then players would always lose their activated autobonus on equip change. So there was this super complex system implemented that remembers when an autobonus activates which the relevant equip for the active bonus is and only ends the bonus if that equip got removed.


Also, Atroce Card has a 0.5% chance. I wouldn't really call that high. =p

Antares
2014-11-03 12:18:06
Eh!? Wow so it was a bug? Last time I tried it was around 10% success with atroce, now, nothing O.o Nvm, my bad. Btw thy for the fixes so far :)

//++
Ah, I figured out... It was a +10 Glorious Jamadhar, with gm slotted cards, and the weapon activated the aspd increase that often, not the card :)

Cydh
2015-06-09 15:40:40
I just tested autobonus in combo, seems working fine.
I'm using this combo
2959:18756,{ .@r = 3+(3*getequiprefinerycnt(EQI_HEAD_TOP))+1000; autobonus "{ bonus2 bSPLossRate,5,1000; bonus bBaseAtk,30; }",.@r,5000,BF_WEAPON,"{ transform 1785,5000; specialeffect2 EF_POTION_BERSERK; }"; autobonus2 "{ bonus2 bSPLossRate,5,1000; bonus bBaseAtk,30; }",.@r,5000,BF_WEAPON,"{ transform 1785,5000; specialeffect2 EF_POTION_BERSERK; }"; }


oscar171
2015-08-03 22:24:26
I'm having a similar bug with my custons sets the image should be like
[img]http://imageshack.com/a/img905/1542/Uimfou.jpg[/img]
but when I click to distribute the character's status occurs it here
[img]http://imagizer.imageshack.us/a/img538/4425/NdmulE.jpg[/img]
my emulator is the latest RAthena RAthena 13730, in previous versions as the 13716 also has the same bug

and here is my script in combodb
/// New Set Poseidon
//3600:Water_Crown_Of_The_Wise
3600:3168,{bonus bInt,25;bonus bVit,20;bonus bLuk,15;bonus bDef2,3;bonus bFleeRate,5;bonus bMdef,10;bonus bMaxHPRate,10;bonus bMaxSPRate,5;bonus bAtkRate,5;bonus bMAtkRate,5;}
3600:3901,{sc_start SC_CP_HELM,600000,5;bonus bAgi,15;bonus bInt,20;bonus bDex,14;bonus bDef2,2;bonus bFlee,120;bonus bMdef,3;bonus bAspdRate,15;bonus bMAtkRate,4;bonus2 bAddRace,7,13;}
3600:3297,{sc_start SC_CP_HELM,600000,5;bonus bAgi,15;bonus bInt,20;bonus bDex,14;bonus bDef2,2;bonus bFlee,120;bonus bMdef,3;bonus bAspdRate,15;bonus bMAtkRate,4;bonus2 bAddRace,7,13;}
3600:3294,{sc_start SC_CP_HELM,600000,5;bonus bAgi,15;bonus bInt,20;bonus bDex,14;bonus bDef2,2;bonus bFlee,120;bonus bMdef,3;bonus bAspdRate,15;bonus bMAtkRate,4;bonus2 bAddRace,7,13;}
3601:3600,{sc_start SC_CP_HELM,600000,5;bonus bAgi,15;bonus bInt,20;bonus bDex,14;bonus bDef2,2;bonus bFlee,120;bonus bMdef,3;bonus bAspdRate,15;bonus bMAtkRate,4;bonus2 bAddRace,7,13;}
3600:3902,{bonus bAgi,20;bonus bDex,15;bonus bVit,20;bonus bDef2,3;bonus bFlee,160;bonus bMdef,2;bonus bHit,100;bonus bAspdRate,15;bonus2 bAddRace,7,15;}
3600:3298,{bonus bAgi,20;bonus bDex,15;bonus bVit,20;bonus bDef2,3;bonus bFlee,160;bonus bMdef,2;bonus bHit,100;bonus bAspdRate,15;bonus2 bAddRace,7,15;}
3600:3295,{bonus bAgi,20;bonus bDex,15;bonus bVit,20;bonus bDef2,3;bonus bFlee,160;bonus bMdef,2;bonus bHit,100;bonus bAspdRate,15;bonus2 bAddRace,7,15;}
3600:3602,{bonus bAgi,20;bonus bDex,15;bonus bVit,20;bonus bDef2,3;bonus bFlee,160;bonus bMdef,2;bonus bHit,100;bonus bAspdRate,15;bonus2 bAddRace,7,15;}
//3601:Wise_Of_The_Water_Wings
//3602:Water_Aura_Of_The_Wise
3602:3901,{skill "MG_ENERGYCOAT",1;bonus bDef2Rate,20;bonus bMAtkRate,40;}
3602:3297,{skill "MG_ENERGYCOAT",1;bonus bDef2Rate,20;bonus bMAtkRate,40;}
3602:3294,{skill "MG_ENERGYCOAT",1;bonus bDef2Rate,20;bonus bMAtkRate,40;}
3602:3287,{skill "MG_ENERGYCOAT",1;bonus bDef2Rate,20;bonus bMAtkRate,40;}
3602:3601,{skill "MG_ENERGYCOAT",1;bonus bDef2Rate,20;bonus bMAtkRate,40;}
3602:3900,{bonus bAgi,30;bonus2 bAddRace,7,20;}
3602:3296,{bonus bAgi,30;bonus2 bAddRace,7,20;}
3602:3293,{bonus bAgi,30;bonus2 bAddRace,7,20;}
3602:3600,{bonus bAgi,30;bonus2 bAddRace,7,20;}
3602:3900,{bonus bInt,27;bonus bDex,30;}
3602:3600,{bonus bInt,27;bonus bDex,30;}
3602:3296,{bonus bInt,27;bonus bDex,30;bonus bDef2,2;}
3602:3293,{bonus bVit,30;bonus bLuk,27;bonus bDef2,3;}
3602:3600:3601,{bonus bInt,30;bonus bDex,20;bonus bVit,30;bonus bDef2Rate,5;bonus bFleeRate,5;bonus bHitRate,5;bonus bAtkRate,5;bonus bMAtkRate,5;bonus2 bSubRace,7,5;bonus2 bMagicAddEle,1,15;bonus2 bAddEle,Ele_Water,15;}

and here is the script in itemdb

/// New Set Jobup 01
3600,Water_Crown_Of_The_Wise,Water Crown Of The Wise,5,,10,1000,,6,,4,0xFFFFFFFF,15,2,256,,1,1,2340,{bonus bInt,10;bonus bVit,5;bonus bAgi,10;bonus bDelayRate,-15;bonus bMdef,10;bonus bNoGemStone,0;bonus2 bAddRace,7,7;},{sc_start4 SC_ENDURE,60000,10,0,0,1;specialeffect2 42;},{sc_end SC_ENDURE;},{}
3601,Wise_Of_The_Water_Wings,WT1,5,,10,500,,3,,1,0xFFFFFFFF,15,2,1,,1,1,2341,{bonus bRestartFullRecover,0;bonus bStr,7;bonus bAgi,2;bonus bInt,18;bonus bDex,15;bonus bVit,5;bonus bLuk,13;bonus bFlee,100;bonus bMAtk,250;bonus bIntravision,0;bonus2 bAddRace,7,5;if(getrefine()>0){bonus bStr,7;bonus bAgi,2;bonus bInt,18;bonus bDex,15;bonus bVit,5;bonus bLuk,13;bonus3 bAutoSpell,"MG_FIREBOLT",3,7;bonus3 bAutoSpell,"MG_COLDBOLT",3,7;bonus3 bAutoSpell,"MG_LIGHTNINGBOLT",3,7;}if(getrefine()>2){bonus bStr,8;bonus bInt,6;bonus bDex,5;bonus bLuk,2;bonus bVit,10;}if(getrefine()>3){bonus bAgi,8;bonus bFlee,50;}if(getrefine()>4){bonus bMAtk,318;bonus bMaxHPRate,15;bonus2 bAddRace,7,12;}if(getrefine()>9){bonus bStr,20;bonus bAgi,17;bonus bInt,12;bonus bDex,10;bonus bLuk,15;bonus bFlee,210;bonus bHit,120;bonus bMaxHPRate,5;bonus bMaxSPRate,20;bonus2 bSubRace,7,5;bonus2 bAddRace,7,5;bonus3 bAutoSpell,"MG_FIREBOLT",5,25;bonus3 bAutoSpell,"MG_COLDBOLT",5,25;bonus3 bAutoSpell,"MG_LIGHTNINGBOLT",5,25;}},{specialeffect2 220;},{}
3602,Water_Aura_Of_The_Wise,Water Aura Of The Wise,5,,10,1500,,1,,1,0xFFFFFFFF,15,2,512,,1,0,2342,{bonus bFlee,30;bonus bAspdRate,13;bonus bSpeedRate,75;bonus bMaxHPRate,12;bonus2 bMagicAddEle,3,10;bonus2 bMagicAddEle,1,10;bonus2 bMagicAddEle,6,10;bonus2 bMagicAddEle,4,10;},{skilleffect "HP_ASSUMPTIO",0;},{}


the emulator presents no warning and no errors in the game but I see this error when I put the complete set on character.
sorry the English is because I use the translator google.

oscar171
2015-08-03 23:44:23
I was identified that bonus that was causing the bug,{ sc_start SC_CP_HELM,600000,5; }
What do I do to use it properly?


managed to fix the bug, it was just for the bonus {}, {here}, {}

Antares
2015-08-04 21:39:58
[quote name="Cydh" post="29216" timestamp="1433864440"]
I just tested autobonus in combo, seems working fine.I'm using this combo
2959:18756,{ .@r = 3+(3*getequiprefinerycnt(EQI_HEAD_TOP))+1000; autobonus "{ bonus2 bSPLossRate,5,1000; bonus bBaseAtk,30; }",.@r,5000,BF_WEAPON,"{ transform 1785,5000; specialeffect2 EF_POTION_BERSERK; }"; autobonus2 "{ bonus2 bSPLossRate,5,1000; bonus bBaseAtk,30; }",.@r,5000,BF_WEAPON,"{ transform 1785,5000; specialeffect2 EF_POTION_BERSERK; }"; }

[/quote]

This was partially fixed a few months ago. The report was on the new tracker.
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