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Everything posted by Playtester
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Is it possible to copy a private server to play offline?
Playtester replied to elvenemx's topic in rAthena General
Only if the server owner is willing to send you their server source code. -
Is Pre-Renewal bugged? How to disable Renewal?
Playtester replied to realdiego10's question in Source Support
You don't want to compile both pre-renewal and renewal functionality so using forks like this is way more efficient. Also you just need to uncomment #define PRERE to have pre-renewal. So it's just a one-line change. -
It's normal that Lord Knights have more HP than Paladins. Lord Knights have the highest HP factor. Anyway, if you don't want to specify HP/SP for 999 levels, I recommend you don't use the HP/SP tables, you can comment out the define pointed out by Mice and then use job_stats.yml instead. Just be aware if won't use the official values then anymore, not even for level 1-99. - Jobs: Knight: true Knight2: true MaxWeight: 28000 HpFactor: 150 SpIncrease: 300 - Jobs: Lord_Knight: true Lord_Knight2: true MaxWeight: 28000 HpFactor: 150 SpIncrease: 300 - Jobs: Baby_Knight: true Baby_Knight2: true MaxWeight: 28000 HpFactor: 150 SpIncrease: 300 For example if you want to reduce Knight HP you need to reduce the HpFactor here from 150 to a lower value. You could set it to 110, then they have the same base HP as Assassin.
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SRC -> Increased Tarot's High Priestess Card chance?
Playtester replied to Dev KhayZia AZ's question in Source Requests
You find the skill in skill.cpp here: https://github.com/rathena/rathena/blob/master/src/map/skill.cpp#L4942 I think the chances are kinda self-explanatory. Currenty number 21 to 30 are assigned to Priestess Card, so 10% chance. -
Pre-Renewal Matk Calculation: Is It Working Correctly?
Playtester replied to realdiego10's question in Source Support
It's a problem with the stat display in the client, since you're using a renewal client. In a pre-renewal client it would display as 14~17. It means your Min MATK is 14 and Max MATK is 17. The rod gives +15% MATK, which applies to both minimum and maximum damage. That's why it becomes 16~19. You could check if there's a diff for the executable to change it to the pre-renewal display style. -
Took me a while to figure this out, but you could set the skill to have its cast time not being influenced by status changes by adding this to skill.yml: CastTimeFlags: IgnoreStatus: true The only downside is that it also makes Suffragium not work.
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Renewal or Pre-Renewal?
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Need help on GTB Script.
Playtester replied to rizsu0107's topic in Tulong para sa Script at Database
This is official behavior though. GTB only blocks magic-type skills, it does not protect from Coma. I guess looking at your code, you want to customize it so that GTB also blocks various other effects. I don't understand why someone would want to buff GTB card even more, but if you really want to still do it, you need to understand that Coma is no longer a status change, it actually overwrites damage and sets it to "TargetCurrentHP - 1". The logic for Coma is now in status_damage: // We need to log the real damage on exp_calc_type 1 if (battle_config.exp_calc_type == 1) { dhp = hp; // Coma real damage if (flag&16) dhp = status->hp - 1; } status->hp-= hp; status->sp-= sp; status->ap-= ap; // Coma if (flag&16) { status->hp = 1; status->sp = 1; if (!sp) sp = 1; // To make sure the status bar is updated } It's called from battle_damage in battle.cpp here: else if (sd && battle_check_coma(*sd, *target, (e_battle_flag)attack_type)) dmg_change = status_damage(src, target, damage, 0, delay, 16, skill_id); // Coma attack Probably easiest to add the check for status_isimmune there: else if (sd && battle_check_coma(*sd, *target, (e_battle_flag)attack_type) && !status_isimmune(target)) dmg_change = status_damage(src, target, damage, 0, delay, 16, skill_id); // Coma attack -
Actually I just now noticed why you have different results. Your Dex bonus is 110 but your Str bonus is only 20.
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Honestly not sure where people get clients nowadays, but don't try to get an old client. Better just get the 2021-11-03 client and then use WARP and the Translation project to diff it to be adjusted for Pre-Renewal (e.g. remove Doram selection screen and restore old Dance animation; the translation project has a pre-re configuration which reverts the map files to their old versions too).
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Updated code for GTB blocks Dispell Skills
Playtester replied to mauiboy's question in Source Requests
"skill" in this part of the code is the skill that starts a status change. Dispell doesn't start a status change so it will never reach this code. Did you try changing the type of SA_DISPELL in the skill_db.yml from "Magic" to "Misc"? Maybe works even without code change. -
Trying to change Magnus Exorcismus to hit all types of monster
Playtester replied to kaitogashi418's question in Scripting Support
Do you even need to change the skill_db? Wouldn't just commenting out the check in the source code already work? -
Keep in mind that most items don't actually increase AtkRate even though the item description says so. What they actually do is increase damage against all races by x%. This is true for all items in pre-renewal. Blue Pajamas Hat in re should work though with the code proposed above.
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clif_damage should be correct. wd.dmotion = clif_damage(*src, *target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
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I would just copy the monster and then just remove the summoning skills from the copy.
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Ignore above post, after in-depth testing the correct solution is here: https://github.com/rathena/rathena/pull/8763/files Will be applied to rAthena soon.
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Now you just need to debug that function to see why you get different values.
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There is a bug in renewal at the moment. The constant_addition bonus is not affected by attr_fix is what's causing it, but I never found something to test Freezing Trap and Shield Chain (Rapid Smiting) to confirm it's also true for those two skills. Assuming that all these skills should miss Ghost 4 in renewal the fix would be to wrap the attr_fix call around constant_addition. // Additive damage bonus ATK_ADD(wd.damage, wd.damage2, battle_attr_fix(src, target, battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv), right_element, tstatus->def_ele, tstatus->ele_lv));
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Did you set the weapon ATK for both items to 0 in those screenshots? I assume status ATK is calculated in status.cpp here: unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level) But I fail to see how STR and DEX could give different values. if (flag) { #ifdef RENEWAL dstr = #endif str = status->dex; dex = status->str; } else { #ifdef RENEWAL dstr = #endif str = status->str; dex = status->dex; }
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How to give bonus stats when Energy Coat is active?
Playtester replied to Heartfelt's question in Scripting Support
Hmm, nothing like this exists yet as far as I know (but I'm not familiar with renewal items). It's not impossible, but you'd need to code your own item bonus or you just put some code into SC_ENERGYCOAT behavior that checks for an item. It would be a lot of coding work. If you want to save yourself the trouble consider using "autobonus3" instead: autobonus3 "{ bonus bHealPower,20; }",100,3000,"AL_HEAL","{ specialeffect2 EF_HEAL3; }"; Like this would make you gain 20% healing power for 3 seconds after using AL_HEAL. You just cannot synchronize on when the effect ends. -
Hmm I see nothing wrong in the script. There was someone else reporting the same issue before, but I couldn't reproduce it. I think there must be some customization that I don't know of.
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@Gouki That was not just a concern you sent me in the private message, but a support question, please stick to forum posts, then everyone can benefit from the information. As for the question how to convert equip DEF: You can't easily convert armor DEF values as the renewal formula applies to your total DEF and not the DEF of an individual item. It's better to look at comparable gear in pre-re and make sure the renewal items don't exceed the pre-re items in power. If you still want to convert the values you could also use the attached tool for it. However if you want an accurate value for equip, consider this: You can equip up to 9 pieces of armor (3 headgears, armor, shield, garment, shoes, 2 accessoires). The value you want to convert is the total DEF, not the DEF of one armor. So you need to multiply the DEF value by 9, then convert it and then divide it by 9 again. For example take this random renewal armor I picked from Divine Pride: https://www.divine-pride.net/database/item/450356/abyss-lake-roaring-armor-1 It has 50 DEF and 10 MDEF. We multiply this by 9, which gives 450 DEF and 90 MDEF. Now you run the tool say you want to convert DEF/MDEF and put in 450 for DEF and 90 for MDEF. The tool returns 48/43. Now you divide this by 9, which gives 5 DEF and 4 MDEF (I recommend rounding down to reduce the renewal power creep). That would be the most accurate representation you can get by conversion. prerenewal.zip
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Were there any changes to Brasilis that would require this? I'm just using the latest files.
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My favorite is 2021-11-03. Of course it has a lot of renewal UI. But you can diff most of it away (removing Doram selection, etc.). Seems to be the most stable client to me.
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Show your refine.yml then. How did you update it? Also as _Terra already said, please also give the item script for this helmet.