Playtester

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  1. Or if you want pre-renewal ASPD (but still everything else from renewal?), then you could just copy the pre-re/job_db1.txt to re/job_db1.txt.
  2. Just do the modifications you want in the skill_db.txt For pre-re it would be this one: https://github.com/rathena/rathena/blob/master/db/pre-re/skill_db.txt // 06 nk (skill damage properties): // 0x01 - No damage skill // 0x02 - Has splash area // 0x04 - Damage should be split among targets // 0x08 - Skill ignores caster's % damage cards (misc type always ignores) // 0x10 - Skill ignores elemental adjustments // 0x20 - Skill ignores target's defense (misc type always ignores) // 0x40 - Skill ignores target's flee (magic type always ignores) // 0x80 - Skill ignores target's def cards
  3. Make sure you modify the correct file. If you are compiling on renewal you have to modify /re/skill_cast_db.txt instead. //-- CH_SOULCOLLECT 401,0,0,0,600000,0,0,2000 Right now it's defined to have a 2 second fixed casting for the skill. I don't know what you want to adjust but just put whatever values you want here. Columns are described at top: // SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Time
  4. You do that in the skill_cast_db file: https://github.com/rathena/rathena/blob/master/db/pre-re/skill_cast_db.txt
  5. You probably messed up when enabling pre-renewal mode. https://github.com/rathena/rathena/blob/master/src/config/renewal.hpp In this file you need to uncomment: //#define PRERE Don't do any other changes to the file. Then do a full recompile of all servers.
  6. Remove the call of "clif_skill_nodamage" in skill.cpp. In case of AL_HEAL that would be here: clif_skill_nodamage (src, bl, skill_id, heal, 1); If you don't want to remove it for HLIF_HEAL and AB_HIGHNESSHEAL then you need to write an "if".
  7. Not easily, but if you know to code then the easiest approach is to create a new skill and make the item use that skill. The skill then needs be implemented in: int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag) And need some code along those lines: if (!status_has_mode(&dstmd->status,MD_AGGRESSIVE)) sc_start4(src, bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 60000);
  8. Yes, that's what you wanted, no? Not being able to spam skills anymore when using 3rd party tools. If you want cast time, that's possible too but not as easily. However, I want to note that if you want to avoid 3rd party hacks, I recommend using my first suggestion to set that setting above to 600. Then even with 3rd party tools you can't cast the spell more than once every 600ms. If you add a small cast time to all skills, then 3rd party tools get even more exploitable as the aftercast delay will be even lower for all the skills. If you still want that, you will have to edit skill.cpp: // return final cast time time = max(time, 0); Change to e.g.: // return final cast time time = max(time, 500); Then all skills have a cast time of 500ms minimum.
  9. 1. Make sure you have up-to-date rAthena (at least more recent than February 21st 2016). 2. skill.conf // Minimum allowed delay for ANY skills after castbegin (in milliseconds) (Note 1) // Note: Setting this to anything above 0 can stop speedhacks. min_skill_delay_limit: 100 Set this to 600.
  10. I assume the actual problem is that the health of the icewall is only set for the original cell and not for the others, so the others immediately time out. That's the impression I get when watching the video. I don't have a client anymore to test this on a fresh rAthena checkout, though, so I don't know if that's a bug in the emulator or if one of your changes (or a bad merge) are the cause. The setting of health happens in skill.cpp here: case WZ_ICEWALL: unit_val1 = 200 + 200*skill_lv; unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE); break; I'd try to start debugging there...
  11. Well, I don't like renewal... that's the main reason. euRO has no classic server. iRO had a classic server on which I actually played, but it's now blocked for EU countries. Even if it wasn't blocked I had several issues with it: The client was outdated, so all the quality of life features in renewal weren't supported. And the lag was pretty bad. When I clicked I had to wait 1 second before my character even started moving. It's not like I'm still playing RO, but I totally would play again if a new close-to-official pre-renewal server with at least 500 players appeared. I'd play on official too if they offered that and had proper support for it. Don't care much about payment model.
  12. I actually thought about such a system before. Basically after you transcend and reach 2nd job you can choose between 2nd job trans or 3rd job non-trans version. Of course you'd need to completely rebalance the skills. Not just by reducing damage, but by giving them a utility other than pure force that puts them apart from the 2nd job trans skills without overpowering them.
  13. I would see a high monster variety as a good thing. And to some extend stronger monsters on the map can also be interesting (if there aren't more than say 5). Then it has these "Oh shit, there's a mimic over there" kind of moments. I agree that all the maps should be readded (and these could be used to give the remaining monsters their dominant map). And also to have easier monsters near towns.
  14. Then you can cast even less meteor storms at the same time.