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Playtester last won the day on January 12 2017

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  1. It's probably so that the client buffers the commands and sends them when it thinks that the amotion delay is over. But when auto attacking, it never gets to that point.
  2. Wasn't it always like that? When I last checked this I figured the client refuses to send anything to the server while in auto attack except for move commands. Probably would need to require catching packets from official server for auto attack and see if there's anything different.
  3. Only all equips, if you look at drops.conf, you see there are separate drop rates for other types.
  4. Try removing the self-collision part in skill.cpp: // Self-collision if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y) skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); Damage you can set in battle.cpp: case KN_BOWLINGBASH: case MS_BOWLINGBASH: skillratio += 40 * skill_lv; break; Change it to: case KN_BOWLINGBASH: case MS_BOWLINGBASH: skillratio += 100 + 80 * skill_lv; break; For double damage.
  5. bonus bDelayrate,n; Increases skill delay by n% bonus2 bSkillDelay,sk,t; Increases delay of skill sk by t milliseconds bonus2 bSkillCooldown,sk,t; Increases cooldown of skill sk by t milliseconds
  6. Ah, ich hab in meinem Browser Cache auf Arbeit doch tatsächlich noch die URL zu "Mega" gefunden:!QQhC3a6J!EJsIx9HLZ5SbiFxOH4nFqg!0JBmGKBT
  7. Es gibt keine episodischen files, aber wenn du alte eAthena files willst kannst du jederzeit über das Githup Repository gehen. Die älteste sinnvolle Version die du da findest ist von Januar 2006: Das enthält schon ein paar spätere Episoden, aber die meisten Informationen entsprechen noch dem Episode 9 stand (z.B. die Monster Exp Werte von alten Monstern sind noch von Episode 9). Aegis Files sind wohl für immer verloren, da das ASB Sakray Board vor nem Jahr geschlossen hat. Jemand hatte mal alle Dateien auf "Mega" hochgeladen, aber der Link dahin war auf dem Board... Hab nur noch ne Episode 7 Aegis Mob DB die ich mal ins rAthena Format konvertiert hatte (ist aber nicht mehr auf dem aktuellen rAthena stand, würde also so nicht funktionieren, müsste man erst mob mode konvertieren glaub ich). mob_db_7.txt
  8. In battle.cpp find this: case MO_EXTREMITYFIST: skillratio += 100 * (7 + sstatus->sp / 10); skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection break; And change it to: case MO_EXTREMITYFIST: skillratio += skill_lv * 20 * (7 + sstatus->sp / 10); skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection break;
  9. I assume the actual problem was that you edited the pre-re database file while compiling with renewal or vice-versa. But yeah, using the import folder is much better anyway, as it allows you to keep updating rAthena without merge conflicts.
  10. The picture does not work, so we don't know what the error is.
  11. 1. skill.cpp -> skill_calc_heal -> adjust as needed 2. Not as trivial, but it's all in status.cpp (if you search for status_calc_aspd you find most relevant locations) 3. Not too familiar with it, but I suggest taking a look at the fame point system for crafting or even just TK mission and try to replicate it somehow, probably requires database changes to store the value too. It's also mostly in skill.cpp but pc.cpp handles storing those values. 4. You'll need to recode the skill, take a look at how AoE skills work and how single target skills work in skill.cpp. 5. Not sure. Could just be DB not allowing the class to equip the item if it works as thief and not as assassin. 6. That's pretty easy, but it can be at different locations. If you want to adjust damage check battle.cpp (search e.g. for AM_AXEMASTERY and you immediately find the location). To adjust other values you might want to do that in status.cpp at the location where the corresponding stat is calculated like KN_CAVALIERMASTERY.
  12. If you're on renewal, test with high AGI value. (High Agi on Target.)
  13. For some reason this reply displayed for me today. Maybe some bug with the year? Anyway, if you still want the answer - I honestly don't understand how you can even reach that conclusion. When adding hexadecimals there's no number over flow. You just add per digit. Take a look at the second digit from the right, you will have: 0 + 1 + 2 + 8 + 0 + 0 + 0 + 0 + 0 +0 = 11 11 in hexidecimal is a B. So the result for the second digit from the right is B. You do the same for every digit.
  14. There's also that invincible spell: 1929,Great Demon [email protected]_INVINCIBLE,idle,685,1,10000,1000,60000,no,self,always,0,,,,,,,19 1929,Great Demon [email protected]_INVINCIBLE,chase,685,1,10000,1000,60000,no,self,always,0,,,,,,,19 1929,Great Demon [email protected]_INVINCIBLE,attack,685,1,10000,1000,60000,no,self,always,0,,,,,,,19 Or just make the monster cast NPC_ALLHEAL when wounded. Usually plant mode (all the MD_IGNORE bitsets) and sufficient HP should really do the trick though. That's how they do it on official servers too.
  15. Basically developers bored and crazy enough to work for no money whatsoever recoded the whole server engine of the Ragnarok Online MMORPG, mainly due to legal reasons and to be able to easily add customization. Then that project split up into many different projects because people who are not getting paid have the tendency to get into pointless fights about how to approach certain things. And language barrier.