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Everything posted by Playtester
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It's a special properly of Storm Gust that it does not Freeze monsters that are immune to water damage.
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Stat calculation is in src/map/status.c and damage calculation is in src/map/battle.c. Damage code is quite complicated, though. There are base matk calculations and then those are increased by buffs, etc. And it's completely different for pre-renewal and renewal. You could look into "status_calc_matk..." and "status_base_matk...".
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Water resist doesn't prevent you from freezing only from damage.
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Pre-renewal or renewal? If I'm allowed to make a wild guess I'd say you compiled on pre-renewal but are using renewal mob database. That would lead to exactly that damage.
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[Error]: Skill '%%%%' is undefined! skill.c:219::skill_chk
Playtester replied to edward817's question in Source Support
Something is calling skill IDs that don't exist. If you want to track down the issue you first need to find out how to reproduce it though. Then you could put a breakpoint there and see what happens. Maybe someone is just using a hack to send weird skill_ids to the server, though. -
I don't know, I never modified the client. Maybe search for "nodelay".
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The animation prevents you from using it faster, gotta edit the client to not display the animation.
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Battle King should be Beetle King. Does the pre-re version have the correct pre-re DEF values for equips?
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Also: I'm back! All the cool skill updates are kind of going under in that list. Anyway guys, use github! You get information on all the updates in detail as well as getting opportunity to comment on them and report issues. :-) And getting feedback is always nice.
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From the error message I'd expect it to look in a table named "picklog" for the column. Did you create the log tables with logs.sql? https://github.com/rathena/rathena/blob/master/sql-files/logs.sql If you already have those then you probably missed an upgrade. You actually need to execute all SQL files in the upgrades folder: https://github.com/rathena/rathena/tree/master/sql-files/upgrades At least all that were added after you've created your database.
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The english is hard to understand. You want the duration to be reduced by MDEF but the chance only by LUK? And what do you mean with "Hard to get frozen", what does hard mean? 10%? 1%? 0.1%?
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Why my damage to mobs is 1. see attached
Playtester replied to Potato Chips's question in General Support
Any modifications to the mob_db.txt? Kinda looks like you are using the renewal database for pre-renewal and consequently deal 1 damage to all monsters with >99 DEF. -
Only by doing some coding. Look at status.c --> status_get_sc_def. if (sd) { if (battle_config.pc_sc_def_rate != 100) { sc_def = sc_def*battle_config.pc_sc_def_rate/100; sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100; } sc_def = min(sc_def, battle_config.pc_max_sc_def*100); sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100); if (battle_config.pc_sc_def_rate != 100) { tick_def = tick_def*battle_config.pc_sc_def_rate/100; tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100; } } else { if (battle_config.mob_sc_def_rate != 100) { sc_def = sc_def*battle_config.mob_sc_def_rate/100; sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100; } sc_def = min(sc_def, battle_config.mob_max_sc_def*100); sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100); if (battle_config.mob_sc_def_rate != 100) { tick_def = tick_def*battle_config.mob_sc_def_rate/100; tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100; } } This is where it currently applies the configs. To check for a specific map you could take the map ID from the block list of easier the attacker or target (bl->m). If you run it via the debugger and then attack once on the map you want to implement it while putting a breakpoint there, you could read what value "m" has and then check for it. You could also retrieve the map data from "m" via "struct map_data *md = &map[bl->m];" and work with that...
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So just for fun I created a mob_db on rAthena format that has the official episode 2 monster stats. Posting it here in case someone wants to use it for an event or out of curiosity. The only thing that might not be official is the monster mode, I used the current rA pre-re monster modes for that. When using it keep in mind that in episode 2 all monsters, especially MVPs were significantly weaker than they are now. mob_db_ep2.txt
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db/pre-re/job_db1.txt HP factor and HP aliments doesn't effect my server
Playtester replied to jamesxiong's question in Database Support
Why so complicated? Just go to src/config/core.h and comment the following line: /// Uncomment to enable the job base HP/SP table (job_basehpsp_db.txt) #define HP_SP_TABLES Then it uses job_db1.txt instead of the tables. -
Server doesn't want to allow more than 1024 connections
Playtester replied to Neslea's question in Linux Support
Could be that there is some hard-coded 1024 limit somewhere in the code that would cause an overflow. Can you get the line at which it crashes? -
I'm sure it worked on eAthena at least. I created myself a lot of server-sided bots like that so I don't feel so alone on my offline server lol.
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There's a certain mode in the spawn files you can use... I'm just not sure which number it was... 8 or 16? prontera,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,8 prontera,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,16 Like this, one of the two. I haven't used it for over 5 years, so I'm not sure if this still works, though.
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Should I worry about this? pc_readdb_job_basehpsp: HP value . . . . .
Playtester replied to Lord Ganja's question in Database Support
I just did a commit that should fix the problem with the warnings. -
What is it? I never see this warning before...
Playtester replied to Tales's question in General Support
src/config/core.h #define HP_SP_TABLES -
Should I worry about this? pc_readdb_job_basehpsp: HP value . . . . .
Playtester replied to Lord Ganja's question in Database Support
It's rather normal as some classes really get less HP/SP on level up from 99 to 100. Super Novice for example has 109 SP at level 99, but 100 SP at level 100. Most of the warnings you get above should only occur if you have increased the normal max level, though! For example if you have the Gangsi class implemented on your server and allow it to level above level 99, you might want to adjust the tables to support higher level HP/SP. -
What is it? I never see this warning before...
Playtester replied to Tales's question in General Support
It's just an info, you can ignore it. On official servers, Novice SP decreases from 109 to 100 when leveling to level 100 (extended super novice), this is what generates the warning. I implemented the official HP/SP values recently so we are now using the HP/SP tables: https://github.com/rathena/rathena/raw/master/db/pre-re/job_basehpsp_db.txt -
Yes, in renewal every single hit has a freeze chance and a lower skill level has a higher freeze chance. On pre-renewal every 3rd hit has a 150% freeze chance. If you just want 15% freeze chance per hit remove everything from #ifdef to #endif and just put: sc_start(src,bl,SC_FREEZE,15,skill_lv,skill_get_time2(skill_id,skill_lv));
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If you just change 150 to 15 then it's just 15% to freeze per 3 hits. Instead use the renewal code and put a 15 in there.
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New default timer interval (50ms -> 20ms)
Playtester replied to Playtester's topic in Development News
I already explained all the effects above. Skills will chain, the bad side is if you chain them but then later on decide you want to use another spell you can't because the chained skill will take priority. Everything is checked in 20ms intervals which means things that were dividable by 50ms but aren't dividable by 20ms might flutuate more. And more CPU usage of course. Generally it should only bring improvements as long as your server is good enough for the amount of players you have.