Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 04/29/19 in all areas

  1. Sounds like there isn't really a reason for renewal going by your list. Unless you enjoy a 100% linear experience and NPCs telling you where to go. But if you like that, might as well play any other MMORPG. I really gave up on RO after the renewal update because it turned RO from something unique into being just like any other MMORPG just with worse graphics and controls. The problem with pre-renewal really was only that its stat, class and equipment system really hit a cap. It got easier and easier to reach instant cast, status change immunity or defensive and resistance values so high you hardly took damage anymore. Gravity had to add better and better gear to keep players playing, but it also slowly but steadily ruined game's balance. Best of both worlds? Honestly not familiar enough with renewal to say what I'd take from it. But what definitely should be taken from pre-renewal was the old pre-trans monster difficulty / exp balance. Basically back then a monsters 2 times harder gave 3 times more exp. There was no exp or drop penalty at all because it wasn't needed. The reason you aimed for fighting stronger monsters was simply because it was more rewarding. You could really just go and play in any location you want. That's why partying up was also so much worth it. Due to the free choice of location, there was no "This region doesn't match my level" or "I'm currently in a different part of the quest so there's not much sense for me to join", you could just randomly make up "Today I'm doing a Glastheim party, who wants to join?" and you could easily find people joining from a wide level range. If they could have just managed to keep that feeling and just improve the game's balance rather than turning the whole game into another WoW clone...
    2 points
  2. Hello! After posting in Herc and rAthena to ask about the effect tool files in the various official GRFs, it seemed no one knew how to edit them for usage in custom maps, so I gave up until a few days ago when i started tinkering again and finally figured it out. Turns out it wasn't as annoying as it seemed, so I decided to write a guide in hopes that others can use these in their maps to make them even more fabulous. I've put the guide here to prevent from having to update it twice: https://herc.ws/board/topic/16720-guide-effect-tool-usage/
    2 points
  3. Version 1.1

    427 downloads

    Ben Recycle in Prontera allows players to turn certain equipment into Rough Elunium and Rough Oridecon. How to use: func_AddItem(<equipment_id>, <item1>, <amount1>, <item2>, <amount2>); // WEAPONS func_AddItem(1421, 757, 4, 756, 4); func_AddItem(1822, 757, 2, 756, 2); func_AddItem(1625, 757, 5, 756, 5); func_AddItem(1819, 757, 3, 756, 3); func_AddItem(1269, 757, 4, 756, 4); func_AddItem(1142, 757, 3, 756, 3); func_AddItem(1624, 757, 5, 756, 5); func_AddItem(1626, 757, 5, 756, 5); func_AddItem(13404, 757, 5, 756, 5); func_AddItem(13027, 757, 6, 756, 6); func_AddItem(1821, 757, 1, 756, 1); func_AddItem(1268, 757, 5, 756, 5); // ARMORS func_AddItem(2422, 757, 3, 756, 3); func_AddItem(2104, 757, 1, 756, 1); func_AddItem(5124, 757, 2, 756, 1); func_AddItem(2406, 757, 3, 756, 3); func_AddItem(5122, 757, 2, 756, 1); func_AddItem(5126, 757, 2, 756, 1); func_AddItem(2504, 757, 2, 756, 1); func_AddItem(2353, 757, 15, 756, 15); func_AddItem(2514, 757, 6, 756, 6); func_AddItem(2404, 757, 2, 756, 1); func_AddItem(2315, 757, 2, 756, 1); func_AddItem(2102, 757, 2, 756, 1); func_AddItem(2114, 757, 2, 756, 2); Additional: // if enable shop UI (only work if items can sell to npc shop) .shop_npc$ = "ben_recycle_shop#iro"; Mirror Link: https://pastebin.com/cCBdevB5
    Free
    1 point
  4. Hi everyone, Since I haven't seen anyone create a package for atom yet, I figured this might be something interesting to make for everyone. So, here it is, a package for Atom to support the scripting language. You can find the package in the package manager of Atom. Enjoy! If there is any questions, feel free to ask here. If any issues is found, report them here https://github.com/JoWei/language-athena/issues
    1 point
  5. Yes, definitely. EXP doesn't rank up sharply enough for this to be warranted. Let's say someone manages to find a way to kill a monster 50 levels higher. So instead of 140 they get 700 EXP (compared Creamy to Sidewinder), that's 5 times more (or 10 times if you include the 200% bonus) but this monster has roughly 8 times the hit points so it also takes this much longer to kill so EXP/time isn't really different, unless the damage output from the character is so high that fighting same level monsters can't really use it. This is unlikely for single player but is true for parties, so stronger monsters will be as efficient for parties as weaker monsters for single players. I think that's the desired goal. This however only considers the time it takes to kill monsters. It doesn't consider the fact that the stronger monster hits harder so you need to actually play better to survive. Skilled players can generally avoid taking damage (by smarter positioning, better use of skills or better equipment), and parties requiring players to know what they are doing is good for the game, so I think overall it works out. For Eden I think the best solution is to keep it and nerf the equipment / reduce the EXP rewards. If the quest exp only serves as a convenient free extra EXP you can get while you stay on the map for the long term hunting monsters, then it's fine. If it's high enough that it's worth going back, report the quest and go back to hunt again, that's bad. So basically a quest like "hunt 10 Merman" should give like, half the exp you're getting from actually hunting the monsters. Not worth leaving the map for, but worth taking the quest before you go there. The equipment is also useful - buying the most basic NPC gear is not trivial for a new player, simple weapons and armor cost 30-50k zeny each. But the equipment has to be strictly worse than things you can get from the NPCs, fortunately "no refines" help with that - you can have for example an Eden Dagger thats only 10 ATK worse than a Damascus but as soon as the player has some Oridecon and possibly an Andre card, the Damascus will still be 55 ATK stronger instead, making it both "just as good" for players starting the game, and inferior to everyone else at the same time. But removing Eden entirely can work too - the world map does tell players where to find monsters of the correct levels, and it's easy to modify the job change quests to provide some beginner gear. Becoming stronger is okay but it should be something not achievable by grinding. There should be extremely rare uber items (like MVP cards), and ofc refining also helps with this (as high refines are rare by definition and the refining system ofc also needs a redesign as Gravity's is entirely Pay2Win.), but gear obtained from farming dungeons should just be "appropriate" for the levels intended, not strictly superior to other dungeons of a similar level. However this is really for PVM players. PVP is what breaks the whole concept. If it's a long term effort to get good gear, older players will dominate, and others will realize it's hopeless and leave, then with no enemy to defeat the old players leave too. So PVP and PVM are kinda mutually exclusive, PVP demands the best gear in a short amount of time while PVM is the opposite. A server that tries to focus on both PVM and PVP will likely fail. It either has to be a PVM oriented server which has PVP as a thing you can do but it isn't really a main goal and rewards are not that great, or it has to be a PVP focused server but then your PVM gameplay will suffer because strong equipment has to be available easily and adding new content becomes difficult (a single new item can completely wreck PVP balance in unforeseen ways by making different classes dominate, even if said items only offer a seemingly small effect that would be barely noticeable in PVM). I believe WOE does manage to do the "PVM server where PVP is a thing" reasonably well - it's not overly rewarding but fun to do and with enough open castles even the small fish can get some of the fun - meanwhile for the veterans, the possibility of making god items is there. But that won't satisfy PVP hungry players, they will always seek the other type of server instead. I guess this isn't purely a PVM or PVP more like a generic player archetype difference : Those who enjoy the thrill of the battle and don't care obtaining gear, and those who enjoy the process of obtaining gear itself and growing stronger on a long term. However the former type will naturally find PVP more interesting because it has more variety - monsters once you learn how to first, are repetitive and require some effort to keep interesting (for example by trying different classes or party compositions).
    1 point
  6. My opinion... Good in renewal : -The stat system. No longer forced to go max in any particular stat - it's still rewarding to do so but instead of going 99 INT/DEX with my wizard or 99 AGI/DEX with my sniper, I can consider adding a bit of VIT or STR or whatever else and it's still viable if I do it reasonably. -As long as you fight monsters equal or higher level and disable the exp penalty system, the base EXP amount of monsters is more linear which makes every map with such monsters viable for leveling. Not true in the old system where most classes wanted to be on 1-2 specific maps. -Having exp modifiers for level difference provides a system to offset the above and still make it rewarding to fight much stronger monsters, except it isn't set up to do so by default. Even if you do configure it to reward killing strong monsters, the above advantage remains because ANY "much stronger" monster will be worth fighting, not just a few specific ones with the most outstanding exp reward. Bad in renewal : -Drop modifiers for level difference. First thing I turned off. -The amount of exp modifiers for level difference. While lowering EXP on monsters weaker than you is a good thing, everything else is horrible. To begin with, the EXP amount on monsters doesn't go up so sharply so even without the penalty, killing monsters much higher level than you won't be hurting the game's balance even if there is no penalty. I feel fighting difficult monsters higher level than me isn't very effective because EXP grows slower than the effort needed to defeat those monsters, however, this can be easily fixed by changing the EXP scaling config to add, for example, 5% more exp per 3 higher levels of monsters up to a level difference somewhere around 25-30. This should also make parties more desirable again although that issue can also be solved by changing how much bonus exp is given per party member. -The stats on most older equipment are not updated to remain useful in the new system. Some new items are too powerful and outclass everything else in the game and many of these are also easy to obtain. That's very bad design that makes all the old areas that drop the older items basically a worthless "Let's get past this ASAP to reach the real game". Many of Eden group's items fall into this category as well. Reading through the whole itemdb and and adjusting every single item is a difficult task but necessary to make the game fun. Neutral : -Not sure how I feel about the exp coming from various sources. Having the option to do quests for EXP is a good thing as long as it's not strictly superior to killing monsters. But this is trivial to achieve by setting the correct quest exp rate in the conf file. The real advantage of having the Eden group should not be the equipment and exp, but the fact the NPCs send you towards monsters you can reasonably defeat at your current level. Likewise, MVP exp seems to far outclass normal monster EXP (assuming you find MVPs to kill which can be more difficult on an overpopulated server - even there you have abra and instances though!), but again this can be adjusted by the exp.conf file. -Don't have enough experience with 3rd jobs to judge them. As long as the monsters above level 100 are powerful enough to be a challenge, and the classes are diverse enough in their roles, it should be ok. That was true last time I played a 3rd job character but it was a very long time ago, they might have made them more powerful, idk. I'll figure it out eventually once I finish balancing the non-3rd jobs for my server first.
    1 point
  7. You can't add custom mob? just follow this... src/map/mob.cpp Change this #define MAX_MOB_DB2 31999 to this #define MAX_MOB_DB2 40000 db/import/mob_db.txt 35000,GOD_PORING,God Poring,God Poring,999,999999,999999,27,20,1,999,9999,2,5,999,999,999,999,999,999,10,12,1,3,21,0x83,120,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 luafiles514/lua files/datainfo/npcidentity.lub JT_GOD_PORING = 35000 luafiles514/lua files/datainfo/jobname.lub [jobtbl.JT_GOD_PORING] = "GOD_PORING"
    1 point
  8. ? Update 27 April 2019: upgraded emulators to actual hash: https://github.com/rathena/rathena/commit/21e7a35b729be8a9edafa6eb49e2e52060e09ff4 upgraded client-side to actual versions upgraded and re-packed client files and also added some fixes to these grfs for common issues posted here or founded by me earlier tested AI for the game client, if someone wishes to share their own good working AI for homunculus - go ahead to the topic. OpenServer not updated to 5.3.0 version, because current one works just fine, and I'm lazy to upgrade it Instead of old customized (repacked with 7z) client, now used LATEST official kRO client updated up to 27 April 2019 (2.7GB) Minor small fixes here and there. All files repacked instead of SFX to winrar archives. So please use any tool like 7zip or winrar to extract these archives All files re-uploaded, new links posted already. Broken links fixed, and so on. Game exe re-patched with new NEMO patches, and tested, fixed visual issues, etc things. Summary: the package is stable and good for a long run. Use it. For a long time I will not update the package because of many reasons. For people who wish to upgrade your current (previous) version to this one -> please go to few pages back, I already posted earlier how to do that). Enjoy.
    1 point
  9. heheh REPLACE INTO `mob_db2` VALUES (20400,'S_EMPEL_3','Guardian Stone BG','Guardian Stone BG',90,120000,0,0,0,0,1,2,40,50,1,1,1,1,1,1,0,0,0,0,20,0x6200000,300,1288,288,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0); REPLACE INTO `mob_db2` VALUES (20401,'S_EMPEL_4','Guardian Stone BG','Guardian Stone BG',90,120000,0,0,0,0,1,2,40,50,1,1,1,1,1,1,0,0,0,0,20,0x6200000,300,1288,288,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0); REPLACE INTO `mob_db2` VALUES (20402,'EMPELIUM_1','Emperium BG','Emperium BG',90,68430,0,0,0,1,60,71,40,50,1,17,80,50,26,20,10,12,0,8,26,0x6200000,300,1288,288,384,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0); Ok tanks...
    1 point
  10. The error does tell you that 20400 is an unknown mob. Is it in your DB correctly? If you're using SQL DBs did you insert the rows?
    1 point
  11. 1. Episode 17.1 "Illusion" "Terra Gloria" is returned to the Rune Midgarts Kingdom. The adventurers will have a new adventure with Secret Wing. New story line, new dungeons, new monsters and new equipment are waiting for you all! Secret Wing with their rebellions are ready for the new battle! New monsters are waiting for the adventurers. New equipment from new episode. 2. Third classes second costumes Finally. The second costumes for third classes are updated. Players can change their costume via "Costume change ticket" in Stylist Shop. "Costume change ticket" can be obtained from achievement when you reach level 170 with third class character. Second costume is available in Stylist Shop! "Costume change ticket" It's reward from reaching level 170 All third classes second costumes appearance  3. Expanding third class base level and job level. Unfortunately. Awakening system has been halted. Dev team decide to just expand third class base level to 185 and job level to 65 instead. So. There is no talent point system anymore. Dev team will develop these systems somehow in the future. BTW in this anniversary Dev team decide to just expand third class base level to 185 and job level to 65 and expand maximum level of some skills too. Dev team will adjust experience table from level 100 to 175 so third classes will gain exp more faster than before (this includes job exp table too). New aura of level 185 and job level has been increased to 65 4. Skill adjustment due to level expansion. The following skills will be adjusted by increasing their max level and improving some of their effects. 4.1 Rune Knight 4.1.1 Enchant Blade - Increases max level from 5 to 10. - Changes SP consumption per level. 4.1.2 Sonic Wave - Increases max level from 5 to 10. - Improves damage formula. - Improve accuracy check depends on skills level. - Changes SP consumption per level. 4.2 Royal Guard 4.2.1 Shield Press - Increases max level from 5 to 10. - Removes Stun status inflicting. - Improves damage formula. - Splits damage display to 5 hit. 4.2.2 Genesis Ray - Increases max level from 5 to 10. - Changes damage type from holy (physical + magical) damage to holy magical damage. - Reduces skill cooldown and delay. - Changes SP consumption per level. - Removes requirement of Banding party members and also removes increased damage from Banding party members too. 4.3 Mechanic 4.3.1 Power Swing - Increases max level from 5 to 10. - From level 6. Skill delay has been reduced by half. 4.3.2 Arm Cannon - Increases max level from 3 to 5. - Increases area of effect depends on skill level.  4.4 Genetic 4.4.1 Cart Tornado - Increases max level from 5 to 10. - Removes knockback effect. - Skill cooldown is fixed to 2 seconds. - Skill delay is increased by 1 second. - Improves damage formula. - Splits damage display to 3 hit. 4.4.2 Spore Explosion - Increases max level from 5 to 10. - Increases nearby target damage from 75% to 100%. - Explosion delay is fixed to 2 seconds. - Improves damage formula. 4.5 Guillotine Cross 4.5.1 Weapon Blocking - When blocking is success. Gains "Counter state" for 10 seconds. 4.5.2 Counter Slash - Increases max level from 5 to 10. - Changes skill condition to can be used while "Counter state" is active, not when Weapon Blocking is success. - Improves damage formula. - From level 6. Increases area of effect to 5x5. 4.6 Shadow Chaser 4.6.1 Fatal Menace - Increases max level from 5 to 10. - Removes teleport effect. - When uses skill while dagger is equipped. Damage will be doubled. - From level 7. Increases Hit rate. 4.6.2 Feint Bomb - Increases max level from 3 to 10. - Increases travel distance depends on skill level. 4.7 Warlock 4.7.1 Freezing Spell - Increases max level from 5 to 10. 4.7.2 Tetra Vortex - Increases max level from 5 to 10. - From level 6. The skill also deal damage to nearby enemies too. - Since it will be multiple target from level 6. Damage formula from level 6 will be changed. 4.8 Sorcerer 4.8.1 Spell Fist - Increases max level from 5 to 10. - Duration depends on skill level. - Increases attack count to 3 times of skill level. 4.8.2 Varetyr Spear - Increases max level from 5 to 10. - Changes damage type from wind (physical + magical) damage to wind magical damage. - Increases SP consumption. - Increases area of effect. - Splits damage display to 3 hit. 4.9 Archbishop 4.9.1 Judex - Increases max level from 5 to 10. 4.9.2 Renovatio - Increases max level from 1 to 4. - Increases HP recovery amount depends on skill level. - Duration depends on skill level. 4.10 Sura 4.10.1 Fallen Empire - Increases max level from 5 to 10. - Reduces SP consumption. - From level 6. Reduces Spirit Sphere consumption from 2 to 1. - Improves damage formula. 4.10.2 knuckle Arrow - Increases max level from 5 to 10. - From level 6. Removes Spirit Sphere consumption. 4.11 Ranger 4.11.1 Aimed Bolt - Increases fixed casting time to 1 second. Reduces variable casting time by half. - Added 1 second cooldown. - Lower damage formula. - Number of attack won't depend on the immobilize status of target. - Fixes SP consumption to 40 for all skill level. 4.11.2 Trap Research - Increases max level from 5 to 10. 4.12 Wanderer & Minstrel 4.12.1 Metallic Sound - Increases max level from 5 to 10. - Damage will be doubled. - Removes SP reduction effect. 4.12.2 Severe Rainstorm - Can be used while Whip or Musical Instrument is equipped. - When using skill while Whip or Musical Instrument is equipped. Damage formula will higher than using bow. Source: http://ro.gnjoy.com/news/devnote/View.asp?category=1&seq=3890090&curpage=1 Part 2 1. New Hair Style "Silent Breeze" and "Humming Voice" for male. "Zeno Slasher" and "Wild Storm" for female. 2. Enhance MVP boss and enhance compensation Some MVP bosses will receive only 10% of damage taken. They'll have distinct display as green aura. MVP boss who has a green aura can receive all damage only 10%!> 10% of total damage received The MVP rewards will be improved. "Mysterious Combination Bundle" will be given. Mysterious Combination Bundle will give you random combination scroll of equipment or shadow equipment when open it. Combination scroll will be used to craft powerful item. Mysterious Combination Bundle and "Cursed Knight's Shield combination scroll". In recipe. The first ingredient has been censored. The second ingredient is Gelunium 30 ea. MVP bosses also drop "Gelunium" and "Shadowdecon" which are used as ingredient in combination scrolls. Shadowdecon and Gelunium 3. Jumping Event Player will receive free level 99 third class character for participation the event and receive new equipment. "Temporal Transcendent" equipment. "Temporal Transcendent" shadow equipment. Source: http://ro.gnjoy.com/news/devnote/View.asp?category=2&amp;seq=3891525&amp;curpage=1
    1 point
×
×
  • Create New...