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Version 1.4
1424 downloads
Report all error/bugs in the forum post not in the PM for faster fix, Thanks! By downloading this file, you agree with my Terms of Service: • You are not allowed remove my signature from any of the included files. • You are not allowed claim my work as yours. • I can give you support, but please, do not message me. If you like it, give me aFree3 points -
View File Stormbreaker Introduction Stormbreaker is a large modification system which adds a collection of new features, bonuses and script commands to your own rAthena server. This package is designed to augment your server with new features which can breathe new life into your gameplay, and comes with a getting started guide, a Git patch file, and some optional client resources. Stormbreaker is developed against the latest version of rAthena, and will be continually updated to the latest on a weekly basis. (Videos will be coming soon highlighting each feature.) Features This package includes the following: New item bonuses (83) New script commands (10) New GM commands (9) Item Bazaar Shop system Item Durability system Item Craft system Item Enchantment system Item Passive Script system Item Passive Status system More features are actively being developed and will be released in the near future. Item Bonuses All item bonuses are the same as those found on the Bonus Expansion Pack thread. If you're looking to acquire this package solely for the item bonuses, please be advised that these will be released soon for free on that thread. Stormbreaker will be updated with newer item bonuses as more are recommended. Script Commands Item Bazaar Shop The bazaar shop system functions similar to that featured in Final Fantasy XII. As a player accumulates and sells items to shops, you can configure items which become available for purchase at specialist bazaar shops by the sale of certain combinations of items. These can be items which become permanently unlocked, can be unlocked multiple times, or those which can only be purchased the once and can never be unlocked again. This feature provides a great way to reward players for farming and killing monsters, and unlocks great potential for introducing unique items and equipment available only after acquiring and selling combinations of materials. Item Durability The item durability system works much like the Witcher 3 durability for equipment. All equipment has a durability score (a percentage) which determines how much more stress it can take before breaking. As players engage in battle, their equipment will slowly degrade (completely configurable), which can lead to weakened bonuses, weakened ATK and DEF modifiers, and chances of breaking. All equipment can be repaired through special NPCs (using new script commands described above) and can also receive protection with the Chemical Protect skills (configurable.) Item durability can be configured to decrease on a fixed percentage per attack (a denomination as low as 0.0001%) or based on the amount of damage dealt/received. Note: For the item durability percentage to be visible as in the screenshot, this requires client version 2015-02-25aRagexeRE or later. Item Craft The item craft system uses the new refine user interface with a completely custom crafting database. Players can drag a source material and catalyst material into the refine window to be given the opportunity to craft something new. This feature isn't restricted to just equipment, but any other sort of item too! Your players could be upgrading their basic Red Potions to Orange Potions using Jellopies or Grapes, or could be upgrading their Knife[3] to a Knife[4] by combining it with a special material. The crafting database allows for a lot of flexibility, including key features like equipment being able to retain their refine level, cards, random options, and even item durability! Note: For the new refine interface and the crafting system, this requires client version 2016-10-12aRagexeRE or later. Item Enchantment The enchantment system similarly uses the new refine user interface to provide a beautiful and unique point for being able to upgrade equipment with random options! The custom enchantment database lets you build your own system for allowing players to add unique or powerful random options to their equipment, restricted at a per-item level. Every item supports up to a maximum of 4 different enchantment types, and can be configured with custom chance rates and costs, which can further be configured depending on the current number of enchantments already on the equipment! New server configurations let you control how many enchantments can be added to each type of equipment to add finer control. With this system, players could enchant their boring Knife with ATK + 10% by using some rare or valuable material. Note: For the new refine interface and the enchanting system, this requires client version 2016-10-12aRagexeRE or later. Item Passive Script The passive script system is designed to augment and empower the already powerful item database. The bespoke item passive script file lets you add new "equipment" scripts which are active while an item is stored in the players inventory! A player holding a rare coin in their miscellaneous item tab might find themselves with a constantly active HP + 5%, or perhaps they have acquired a sword which provides a permanent HIT - 30 while the item is held by the player. The system could also be used to reward players with EXP or Zeny increasing items. This system works with any existing or new items, and just needs a line adding to the file! Item Passive Status The passive status system works similar to the passive script system, except that the player receives a permanent (cannot be dispelled nor removed by death, nor cured from healing items) status effect while an item is held in their inventory. You could grant players a permanent Increase Agility effect while holding a magic feather, or perhaps afflict them with Poison while they carry some cursed tome. The passive status system is designed to improve on existing mechanics where equipments can provide permanent bonuses, with special flags indicating whether equipment provides the status only when equipped or when in the inventory. Support I intend to provide continual support with Stormbreaker by keeping the files up-to-date, on a weekly basis, with the latest hash of rAthena. Each week I will upload a new version of the Stormbreaker archive, along with any new augmentations (such as item bonuses, script commands) and bug fixes. If you encounter problems when running or using the new Stormbreaker features, please feel free to contact me directly on here, to my email address [email protected], or on our Discord server, and I will respond as soon as I am able (usually on the day, otherwise within 1-2 days.) For support on applying the Stormbreaker project to an older version of rAthena, again please contact me directly on here or on the Discord server. Click here to join the Discord server. Copyright Stormbreaker © Chris Copeland 2019. All rights reserved. By purchasing this package you agree that you will not share or redistribute any and all files included in the package without the express written consent of myself (Epoque, Chris Copeland), and that you will not upload this package onto any secure or unsecure file sharing websites. Submitter Epoque Submitted 03/18/2019 Category Source Modifications Video Content Author Chris Copeland1 point
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View File Euphy's WoE Controller + @woe command Report all error/bugs in the forum post not in the PM for faster fix, Thanks! By downloading this file, you agree with my Terms of Service: • You are not allowed remove my signature from any of the included files. • You are not allowed claim my work as yours. • I can give you support, but please, do not message me. If you like it, give me a Submitter BeWan Submitted 02/02/2020 Category PvP, GvG, WoE, Battleground Video Content Author Euphy, BeWan1 point
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Hey guys, i never share things here, but hey, glad to help ~ This is my custom implementation of the Mechanic new costume, and work like this. This new sprite only work when u use the "Bodystyle 1" on the mechanic class, that means we keep the old mechanic costume as "bodystyle 0" In addition to that, i add the Attack animation for 2 genders and the first 3 palettes. In the file i put the new Gravitational Cart as "Cart 3" but, u guys can rename or replace it as you like ~ To make it work, just drag all the rar content on your current grf and it´s done ~ Additional note: Some old clients read the mechanic sprite or palete whit a different name, so, in that case, just replace the name of the files as the name that your client or grf are reading it. mechanic_full_new_stuff.rar1 point
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https://irowiki.org/wiki/Death_Bound, sc->data[SC_DEATHBOUND]->val2 this thing is what make it hurt case SC_DEATHBOUND: val2 = 500 + 100 * val1; break; tips: for overall balancing check out Rytech 3CeAM v1, idk if he remove it on current v2 he kind of having formula that holding off high max level server like yours1 point
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lower the multiply number in the formula, this is form server 250 that was configured by me in the past, i forgot how do i calculate it, usually i just put debug info to show the output tick and playing with the stats, to grasp the info needed... case SC_VACUUM_EXTREME: tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 36; break; example of debug code case SC_VACUUM_EXTREME: tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 36; ShowDebug("SC_VACUUM_EXTREME: tick_def2: %d \n", tick_def2); break; it will appear as debug info on map server console, output value will be in milliseconds. update 1: Additional info, base duration by skill level is in skill_cast_db.txt if you not yet updated to the yaml or latest commit 2453,1000:1500:2000:2500:3000,1000,0,4000:6000:8000:10000:12000,2000,5000,-1 compare it to the info from iro wiki https://irowiki.org/wiki/Extreme_Vacuum formula: base duration - (target base str / 20) at skill level 5: 12 seconds = 12000 ms = 100% base duration, currently max stats is 130, if str is maxed 130 / 20 = 6.5 seconds, the formula in src rathena is converted to the milliseconds as tick measurement which still has the same result: 130 * 50 = 6500 ms (6.5s), now to adjust it to your need do your math here 12000 - (180 * ??) = 0 ms, 12000 - (100 * ??) = 6 s / 6000 ms. well looking at it the need of 180 str and 100 str is not dynamic, so you need switch case or if, better to adjust it to 200 or 90 to get 6s and so, that would get you dynamic formula tick_def2 = (sd ? (cap_value(sd->status.str, 1, 180) * 66 + 120): status_get_base_status(bl)->str * 50); put cap so it wouldn't be overflowed to negative tick... well you can mod it as you please based on this.1 point
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need to lower that number not raise it not sure why your own strength is taken into part but thats a .. true false thing, if its SD then it picks the first one ( your str) if not it picks target str yeah so 100 strength * 50 = half of original 6 second. and your losing it all at 180... This game wasnt designed for high rate, so this problem happens very often you could even settle the balance by writing something like this if (sd->status.str >= 170 )( then have the same formula but lowered number so it doesnt punch the effect once your strength is really high ) then close it and1 point
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The packet the server sent in response (to the client) is not known, and thus you can't connect. At least that's what I'm reading from the log. If so, you'd have to configure the client to understand the packets that the server uses, or configure the server to use an older packet version (that the client can understand). Either way, communication won't work unless both are speaking the same language. Evidently, they're currently unable to understand each other. Since ROB is quite old, I'd expect it to use older versions, so downgrading the server's packet version would be easiest.1 point