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Playtester

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Everything posted by Playtester

  1. 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.
  2. 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
  3. 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.
  4. 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
  5. http://www.unippm.de/#!/results.aspx?pageNo=1&resultsPerPage=20&viewTags=1&mode=work&sortFilter=Default|Desc&keyword=640105&keywordType=1
  6. Well, I don't like change myself and don't know why we have move to IPB4, because everything I need from a forum is already working here. But I hardly use the forums anyway, other than digging up information, so I rather let others that actually have to actively work with them decide what to do. I really hope the format / quoting doesn't mess up as it did on Herc forums, though. That was really really horrible. Also there's still a lot of important information on the bug tracker, would be nice if that wasn't lost. Including bug number (as old commit message link to those).
  7. Update your repository to the newest git hash? Or... check how it's implemented now. https://raw.githubusercontent.com/rathena/rathena/master/src/map/skill.c
  8. Could it be that you are using an old emulator version? Several of those values are different in the latest version. BSS was not working at some point of time but was fixed over a year ago as far as I know. Arrow Shower should also knock back traps already.
  9. You want to increase the max job level from 50 to 70, right? In that case you need to define the job exp required for level 51-70 for these jobs. Easiest is to open the job_exp.txt with Excel or OpenOffice and then use a formula to your liking to fill out the missing parts.
  10. If you want Devotion to work on Pressure then you need to delete it. If you want pressure to always damage the target, then it should already be working.
  11. My mistake. battle.c if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD ) damage = 0; skill.c if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  12. Pressure already is coded to ignore devotion. See skill.c: if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) { If it doesn't work, I guess starting to debug here might help.
  13. There's no need for that. If you enable the PRERE define at top, everything else is automatically disabled.
  14. You can just expand the pre-re mob db with renewal mobs by using their IDs. You'll have to put the stats and stuff yourself, though. Or copy those monsters over from renewal, but renewal stats usually don't fit into pre-renewal.
  15. Every MDEF reduces 1% duration.
  16. Do you mean exp.conf? There are two separate settings for exp: https://github.com/rathena/rathena/blob/master/conf/battle/exp.conf
  17. At least give the thread a proper title if you merge them all together. =D Edit: Done.
  18. On official servers the damage of an attack and what status effects it causes it determined at the beginning of the attack. So even if you change equip during the attack, neither damage nor effect will change. On eAthena, the damage of an attack is calculated at the start of the attack but status effects are calculated only the moment when the damage is actually applied (HP substracted). So in eAthena it was possible to start an attack with a strong weapon and during the attack switch to a weak weapon that causes status changes and then deal the high damage of the strong weapon and causing the status changes at the same time. rAthena implemented a system that blocks your status from being recalculated during an attack and solves that issue this way (the code above).
  19. The easiest way to do that is to go to status.c and remove that part: if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) { if (opt&SCO_FORCE) ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */ else { ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */ return; } }
  20. Max drop rate 10000 is actually correct. That's 100%, more doesn't make sense. It's not the max rate for the drop rate. The base card drop rate is 0.01%. So 40x rates would result in a 0.4% drop rate. If you are using renewal you might have a 50% drop penalty which would explain why it's 0.2% for you.
  21. They are all independent already. Depending on where you stand only some meteors might hit you and others not.
  22. MDEF already reduces the duration of Freeze. See: https://raw.githubusercontent.com/rathena/rathena/master/src/map/status.c status_get_sc_def case SC_FREEZE: sc_def = status->mdef*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk break; As tick_def isn't defined it will use the same as sc_def as explained at the top: /// Resistance rate: 10000 = 100% /// Example: 50% (5000) -> sc_def = 5000 -> 25%; /// 5000ms -> tick_def = 5000 -> 2500ms int sc_def = 0, tick_def = -1; // -1 = use sc_def /// Fixed resistance value (after rate calculation) /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%; /// 2500ms -> tick_def2=2000 -> 500ms int sc_def2 = 0, tick_def2 = 0; No, but as you can see in the formula quoted above. LUCK of the caster can increase the freeze duration. LUCK of the target reduces chance to be affected but not duration.
  23. What do you mean by "Showing"?
  24. If that's the only thing you've changed it should work just fine. That the ASPD is 193 indicates you must have made another modification. Making Knife or Cotton Shirt give +100% ASPD would cause this. Or messing with the pre-re/job_db1.txt file.
  25. Maybe you are GM and set it so that GMs can't attack monsters?
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