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Everything posted by Playtester
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Isn't Cart Termination forced neutral? Try it with normal attacks.
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Um, not sure what you want but you can check for skill_id in both functions if you want specific handling for a skill.
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It's not a knockback, the server just send you the correct coordinates so there is no position lag. If you rather want position lag you have to stop the client from sending fixpos packets when using a skill. This can be done by calling "unit_stop_walking" without the "1" bitset. For example here (unit.c): if(!ud->state.running) // Need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026 unit_stop_walking(src, 1); // Even though this is not how official works but this will do the trick. bugreport:6829 And here: } unit_stop_walking(src,1); // SC_MAGICPOWER needs to switch states at start of cast skill_toggle_magicpower(src, skill_id); Change the "1" to "0". Might already have the effect you are looking for.
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Right now there is no bonus to only reduce physical damage from a race. If a server had that they must have solved that by changing the source code. I've never seen a server like that, though. If you want that too you'd need to learn how to code yourself. Or ask those servers for a diff. https://raw.githubusercontent.com/rathena/rathena/master/src/map/battle.c The function you are looking for is: int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
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0x42 + 0x08 = 0x4A
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Racial reductions always worked for magical damage too. Some skills ignore it, though.
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// 0x08 - Skill ignores caster's % damage cards (misc type always ignores) And this mode doesn't work?
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//Job - Pre-renewal 255 Levels 120,4054:4055:4056:4057:4058 So you changed this line to actually include the correct IDs? Like 4008 for Lord Knight? And Lord Knight max level is still 70? Also if you don't care for exact HP/SP values, you might want to just not use the job_basehpsp file. /// Uncomment to enable the job base HP/SP table (job_basehpsp_db.txt) #define HP_SP_TABLES Comment this for now to have one worry less.
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Can't you just define that in skill_db? // 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
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Desperado doesn't do multi-hits, it does many single hits. You can't add those up. It works on official servers like that too.
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First of all, that file specifies base and job exp twice once for renewal and once for pre-renewal... decide for one. Second, several job IDs are missing in the job exp specification. If you want all to use the same exp table make sure you also list all job IDs (I think the third line might the only one that already has all). Then again, it's a bad idea to allow Novice Job Level above 10 because then you will have skill points an nothing to spent them on, so you can never job change. I recommend keeping job exp and max job level for classes as official and only increase it to 120 for end classes. If you really release the import folder rather than changing the normal job_exp.txt in /db/ then you shouldn't have some of these issues, so that you report it not working would indicate to me that you aren't working with the import folder.
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Fully official Aegis spawns you can get here: http://forum.asb-sakray.net/index.php?showtopic=37666 You will need to convert them to rAthena format, though.
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Does the "monsterinfo" atcommand also show the adjusted job exp? Or does it show job exp at 1x rate? Other than that, you can probably easily figure it out by debugging. The code you are looking for is in mob.c function "mob_dead". else { double exp = apply_rate2(md->db->job_exp, per, 1); exp = apply_rate(exp, bonus); exp = apply_rate(exp, map[m].adjust.jexp); job_exp = (unsigned int)cap_value(exp, 1, UINT_MAX); } e.g. check what "mb->db->job_exp", "per", "bonus" and "map[m].adjust.jexp" contains here.
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Can use Two Hand Quicken with any swordsman weapon
Playtester replied to Zxcv's question in Database Support
If you want to debug, I think the relevant code you are looking for is in skill.c: skill_check_condition_castbegin if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return false; } -
Hmm yeah if you look at the function the error points to: if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) { ShowError("pc_bonus2: SP_RESEFF: %d is invalid effect.\n", type2); break; } It only works for status changes that are considered a common status change. The IDs are defined in status.h. You'll need to rewrite the status change into a common status change.
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Everything you are looking for is in battle.c, just search for PR_TURNUNDEAD and you find it all. :-) https://raw.githubusercontent.com/rathena/rathena/master/src/map/battle.c
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Remove the delay or make it always work? Against Evil Druid card?
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Doesn't bResEff works for this? bonus2 bResEff,eff,n; Adds a n/100% tolerance to status eff Probably requires an "Eff_" define here: https://github.com/rathena/rathena/blob/master/src/map/script_constants.h I haven't tried, so not sure if another part needs to be modified.
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If you want to use pre-renewal you have to open renewal.h and uncomment the PRERE define. https://github.com/rathena/rathena/blob/master/src/config/renewal.h #define PRERE Don't forgot to recompile after that.
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It needs two parameters, though... Read the documentation: bonus2 bHPLossRate,n,t; Lose n HP every t milliseconds https://github.com/rathena/rathena/blob/master/doc/item_bonus.txt Do you even want a regular HP loss? From what I understand you just want this: bonus bMaxHP,400-50*(JobLevel/10);
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How can I contributing to rathena project?
Playtester replied to snowzera's question in Source Support
Yeah it's confusing, if you have run several servers already, why are you asking for the project architecture or how to start a project locally? You probably must have at least compiled the code already by now and even tweaked it for your server, no? Generally I'd say you need Visual Studio and Git, as well as a client that can connect to your locally compiled test server. If you want to help it's best to start out posting fixes on github issues and once you are more advanced, you can even create pull requests. https://github.com/rathena/rathena 1. Checkout the sources via Git 2. Open the project in Visual Studio 3. Do your settings (e.g. enable PRERE define if you want pre-renewal, set packet version, maybe set IPs but local should be default afaik) 4. Compile 5. Run login, char and map server 6. Connect with the client to your local server Done. -
The PRERE setting is fine. Which skills don't have a delay and what do you actually mean with delay? If you compile on PRERE is read the delay from db/pre-re/skill_cast_db.txt https://github.com/rathena/rathena/blob/master/db/pre-re/skill_cast_db.txt
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The fourth number is currently a "1", you want to change that to "16". Then it's friend target. If you still need to press shift to target, there's probably some client-sided skill info, but I'm not very familiar with that.
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You probably did some modifications to the source or DB that caused this because I doubt it's like this in default rAthena. At least the last time I tested Deluge and Land Protector it looked just fine. What's your skill_unit_db? 285,0x9a, , 3, 0, -1,all, 0xA010 //SA_VOLCANO 286,0x9b, , 3, 0, -1,all, 0xA010 //SA_DELUGE 287,0x9c, , 3, 0, -1,all, 0xA010 //SA_VIOLENTGALE 288,0x9d, , 3:3:4:4:5,0, -1,all, 0xA010 //SA_LANDPROTECTOR
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