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Playtester

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Everything posted by Playtester

  1. These have nothing to do with pre-renewal and renewal. 1. When the target moves behind an obstacle, the attack won't deal any damage. That's official behavior for both renewal and pre-renewal. Range should not matter for both. You can still be hit when you're on the other side of the map as long as there's no obstacle in between. Last time I checked it already worked like that. 2. MVPs switch target only when attacked by a normal attack from within their attack range + 1. That's the case in both pre-renewal and renewal. MVPs only switch to the closest target when in chase mode. Should already be working like that on rAthena default. I implemented that properly just a few months ago. 3. Hitlocking is a complicated topic. I haven't figured out how it should work. For me it feels I can actually slow down monsters, even bosses, sometimes but half of the time it doesn't work at all. We tried so much with improving the hitlock, but nobody managed it to get it right yet. Feel free to try around yourself, it's all in unit.c: int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
  2. Ah I see you don't want to use those... I wonder where it takes the classes it searches for from. /hm
  3. You wouldn't get the warnings if there were sufficient "required exp" values defined.
  4. (according to aleos import-tmpl should be automatically copied to import on first compile, so the copy step might not be needed) You also need to uncomment the corresponding lines and replace x with the jobs you want to have increased max levels. You can also just add your own exp requirements to the official exp table.
  5. Need to update skill.c. In pre-re modify function: int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) { In re: int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  6. Was a bug on rAthena, I've fixed it now. https://github.com/rathena/rathena/commit/63e8fa0721ea8acf7a533517641a2f693e2e3a65
  7. Bragi stacks additively with item bonuses, that's official behavior (with Isilla Card anyway). So yeah if you have Isilla Card activate and you already have 50% cast reduction from Bragi, then you get instant cast.
  8. Main reasons to remove the exp requirements from the default file is: 1. It's easier to work with as it's a small file. So when official updates come (higher max level), it's easier to update and to compare with previous version. 2. There is no pattern for required EXP from Gravity and depending on what the max level is, a different EXP curve might be better. So it should be left to the server owners to design their EXP curve as suitable. 3. With a spreadsheet program it really doesn't take longer than two minutes to define an EXP curve, so I don't see the necessity of rAthena to support that by default when it just means more work for the devs that should rather concentrate on implementing official features.
  9. Did you try to use a magic skill on a freshly spawned Giearth? Still doesn't work? Another requirement is they need to be in idle state.
  10. You need to either put the required exp values you want for levels above the official level or use the premade import file I prepared. After compile it should automatically be available in your import folder and look like this: https://github.com/rathena/rathena/blob/master/db/import-tmpl/job_exp.txt Follow the instruction at the top of the file.
  11. Freeze time is reduced by equip MDEF, your stats don't matter.
  12. That's the normal damage randomness that comes from weapon damage, no?
  13. What buffs? Can someone else reproduce this issue? If yes, would be nice if you could report a way to reproduce it on the issue tracker: https://github.com/rathena/rathena/issues
  14. Sorry, no idea what you mean. Piercing bonus makes you ignore DEF and then the damage is multiplied by 0.01*(DEF+vitDEF).
  15. Most of the skill's damage come from the cast cost, though. https://github.com/rathena/rathena/blob/master/db/pre-re/skill_require_db.txt // SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,[...] 254,0,0,37:44:51:58:65:72:79:86:93:100,20,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CR_GRANDCROSS
  16. You got a bow equipped? It says job sniper, but seems the ATK displayed there is STR-based.
  17. Will have to code your own bonus for that if you don't want to influence other skills that pierce DEF. Don't think there's a "random" damage bonus yet. Even though you could use random in the item script it would not proc for every attack.
  18. Guide is a bit outdated and generally it should never be suggested to edit db files directly, always use the import folder for that. In any case, you need to add the exp requirements for higher levels as you want them to be. Or use the commented line in import that's already premade and supports levels up to 1000/255, but still needs corresponding job IDs added, see here for template: https://github.com/rathena/rathena/blob/master/db/import-tmpl/job_exp.txt
  19. I would like to know too if that's still possible. It's combined in the 2013-07-08 client, but it isn't in the 2015 client. Maybe it's no longer possible.
  20. There's no concrete episode in emulators since development wasn't episodic but by what data was available. The spawns in RC5 are mostly the spawns that existed between Episode 3 and the Amatsu spawn update. With never episode spawns added for newer maps.
  21. I wouldn't use eAthena RC5 itself, just take the spawn file from it and use it with rAthena. Maybe needs some adjustments first so the format still fits.
  22. Check job_db1.txt. https://github.com/rathena/rathena/blob/master/db/re/job_db1.txt
  23. You can't just replace it with the code in mob.c, you will need to code it yourself to do the same thing. And removing it will still give VIP users more drops, they just won't see it with @mi. Y'know something like: drop_rate += (int)(0.5 + (drop_rate * battle_config.vip_drop_increase) / 100); drop_rate = min(drop_rate,10000); //cap it to 100% But of course in mobinfo the drop rate variable is called "droprate" and I'm not sure if you can do the rounding the same way, needs to check if it's the same variable type and stuff. Just too lazy to do it now as it's a really simple coding issue.
  24. It's official behavior that it splashes into Land Protector. If you want to change it you'll have to make LP depend on the position of the target rather than the position of the unit that deals damage. You can read my post here where I posted how to revert it to unofficial behavior: https://github.com/HerculesWS/Hercules/issues/1203#issuecomment-199170963
  25. It's just a display issue, drop rate still is 100%. The drop rate is properly capped to 100% in mob.c::mob_dead. Only the @mi command doesn't cap it in the display, check atcommand.c #ifdef VIP_ENABLE // Display item rate increase for VIP. if (pc_isvip(sd) && battle_config.vip_drop_increase) droprate += (droprate * battle_config.vip_drop_increase) / 100; #endif This code isn't so good because it uses a different formula than what is used in mob_dead. You could just remove it so it no longer is displayed in @mi or copy what is used in mob.c: // Increase item drop rate for VIP. if (battle_config.vip_drop_increase && (sd && pc_isvip(sd))) { drop_rate += (int)(0.5 + (drop_rate * battle_config.vip_drop_increase) / 100); drop_rate = min(drop_rate,10000); //cap it to 100% }
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