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Everything posted by Playtester
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Hmm there seems to be an issue with the SQL version right now, I forwarded it to Lemongrass, he'll work on a fix.
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Hmm, maybe try a vanilla rAthena without modifications first. Your first goal should be to have no warnings at map-server start. Check if everything is working then. If you want to to add episode 17 stuff, just do it one-by-one and check if it still works. That way you can find out what change breaks the equipment system.
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Do you get any errors starting map-server? Looks like maybe the item db file is in wrong format and unable to read the job requirements properly.
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Hmm, it's definitely not finding Windows SDK 10.0 even though it looks you have it installed going by the screenshot (you made sure to update after selecting those I hope)? Maybe try installing Visual Studio 2022. That's what I did.
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What even is a "correct" formula when you customize max level and stats? You could just put any required exp values you think look cool and are balanced if you want. Gravity didn't do it much differently in the old days.
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The way I'd go about it is use the existing Cooldown functionality. The Cooldown is stored per skill, but you could just make Skill B and Skill C also store their cooldown as "Skill A". And then just block Skill B and Skill C when there's a Cooldown for "Skill A". All the code you need would be in skill.cpp. You could for example take a look at WL_RELEASE because that actually fetches the Cooldown from another skill (the preserved skill) and applies it.
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You will need to edit the source code. Open skill.cpp and search for SC_COMBO, then you find all parts with combo checks. For example: case MO_CHAINCOMBO: if(!sc) return false; if(sc->data[SC_BLADESTOP]) break; if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK) break; return false; This says you can use MO_CHAINCOMBO only if you have the status change SC_BLADESTOP or when you are in combo state (SC_COMBO) and the last skill was MO_TRIPLEATTACK. ("break;" here basically means it works, if you return false, it's blocked.)
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This is already working in current rAthena master. It's defined via status.yml now: - Status: Reflectshield Icon: EFST_REFLECTSHIELD DurationLookup: CR_REFLECTSHIELD Flags: NoClearance: true RequireShield: true End: Reflectdamage: true
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pre renewal with item_db renewal
Playtester replied to IsabelaFernandez's question in Database Support
Technically that makes you load renewal items, but you should put /re/ before /pre-re/, otherwise all pre-renewal items will be overwritten by renewal stats which would be really bad. Also, you will need to edit most of the items in the files first. For example you need to recalculate the DEF, change weapon level 5 to a different weapon level, etc. It's honestly cleaner to go step-by-step and copy a few renewal items into import/item_db.yml and adjust them so they fit pre-renewal. -
GTB imune dispell and negative status...
Playtester replied to IsabelaFernandez's question in General Support
If you want status resistance of GTB still work as normal, then there's a battle config for it: items.conf Be careful because it will also affect other cards that grant bNoMagicDamage of similar or higher power. If you only want Lex Aeteran and Decrease Agi to be blocked but nothing else then you'll need to edit the source code: status.cpp -> status_get_sc_def -
If you have an NVidia graphic card there is no easy way to fix this. You could remove the /lightmap and it fixes most of the issues, but then you won't have any shadows. I personally upgraded to the currently recommended 2021-11-03 client. The graphic glitch caused by NVidia is strongly reduced there.
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In case someone else runs into it: This updates makes VS require Windows 10 SDK to compile. If you are still running Windows 8.1 like me, it could be that you can't compile rAthena anymore. But! You can just install Windows 10 SDK on Windows 8.1. It will tell you that the OS is not supported during installation, but it works anyway.
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Using rAthena without modification? Made sure everybody is in the same party?
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Already works like this. Just use rAthena.
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It's a bug in the emulator itself, but it was fixed recently: https://github.com/rathena/rathena/commit/32525bad55cc5b715f2ad259b6310560089028ed
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Okay I searched for a while and figured out the root cause is the config change that came with the commit above. It also affects pre-renewal. You will need to find battle.conf config file and change: // Who should have a baseatk value (makes str affect damage)? (Note 3) enable_baseatk: 0x29F Back to: // Who should have a baseatk value (makes str affect damage)? (Note 3) enable_baseatk: 9
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Are you on renewal because if you are there are new damage calculations for monsters: https://github.com/rathena/rathena/commit/fe197bfa120aef5fd31c6896122b35fdc06774b4 Basically the ATK displayed in mobinfo is: mob->status.batk + mob->status.rhw.atk, mob->status.batk + mob->status.rhw.atk2 Base attack for monsters: str = dstr + level; Atk is 80% of Atk. Atk2 is 120% of Atk. So let's take a look at lunatic: // ID,Sprite_Name,kROName,iROName,LV,HP,SP,EXP,JEXP,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK 1063,LUNATIC,Lunatic,Lunatic,3,55,1,36,27,1,11,1,18,0,10,3,3,0,8,5 LEVEL=3 ATK1=11 STR=10 Base attack = 10+3 = 13 ATK1 = 11 * 0.8 = 8 ATK2 = 11 * 1.2 = 13 So Lunatic damage is 21~26.
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Did you try checking via @mi command?
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Or if you want pre-renewal ASPD (but still everything else from renewal?), then you could just copy the pre-re/job_db1.txt to re/job_db1.txt.
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Int 1 point decreases the Cast Delay 0.2%
Playtester replied to jame156's question in Source Requests
Renewal or pre-renewal? -
Just do the modifications you want in the skill_db.txt For pre-re it would be this one: https://github.com/rathena/rathena/blob/master/db/pre-re/skill_db.txt // 06 nk (skill damage properties): // 0x01 - No damage skill // 0x02 - Has splash area // 0x04 - Damage should be split among targets // 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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How to add a little bit skill cast in all classes
Playtester replied to HappyMan's question in Script Requests
Make sure you modify the correct file. If you are compiling on renewal you have to modify /re/skill_cast_db.txt instead. //-- CH_SOULCOLLECT 401,0,0,0,600000,0,0,2000 Right now it's defined to have a 2 second fixed casting for the skill. I don't know what you want to adjust but just put whatever values you want here. Columns are described at top: // SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Time -
How to add a little bit skill cast in all classes
Playtester replied to HappyMan's question in Script Requests
You do that in the skill_cast_db file: https://github.com/rathena/rathena/blob/master/db/pre-re/skill_cast_db.txt -
You probably messed up when enabling pre-renewal mode. https://github.com/rathena/rathena/blob/master/src/config/renewal.hpp In this file you need to uncomment: //#define PRERE Don't do any other changes to the file. Then do a full recompile of all servers.
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Remove the call of "clif_skill_nodamage" in skill.cpp. In case of AL_HEAL that would be here: clif_skill_nodamage (src, bl, skill_id, heal, 1); If you don't want to remove it for HLIF_HEAL and AB_HIGHNESSHEAL then you need to write an "if".