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Playtester

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Everything posted by Playtester

  1. Probably I'm bothered more by the emulator situation. Every time someone fixes a bug, it needs to be fixed on watch 4-5 emulators? There are some really talented devs in all the projects and if they'd work together instead of being busy merging each others fixes, the emulator could 4-5 times more stable by now. =< For servers I can at least understand that there are so many, because there are so many different preferences. Alone if I imagine myself making my own server... sure I know some server owners really well and I could probably get some to work together with me, but the moment someone asks for customization like... a warper... or a healer... or dumbing down monster AI so it's easier to mob... I'd be strictly against it. Eventually I'll just end up thinking "screw it, I want my server exactly like old euRO and if nobody else wants it, I rather play alone locally".
  2. Are you sure you want to make those weapon breakable? That's a huge nerf for Blacksmiths (as their weapons will break from their own Adrenaline Rush).
  3. I have vacation for 1 week so I used that time to fix a lot of things that bothered me for a long time. ^^;
  4. It just looks like it because the client doesn't support endure display on multi-hits. You can still walk it will just display you as standing.
  5. Well first of all, wrong forum, you probably wanted to post this on Herc forums? But anyway, certain weapon types like rods are unbreakable by default. They will never break. Setting equip break rate from 100% to 10% will do just that. 10 times less likely for equipment to break.
  6. Easiest solution would be to just make the ticket unstoreable and then let the NPC delete all tickets regardless of how many tickets the player has. That's effectively the same and doesn't require source code edits. If you want to do it so that even on share parties the item always goes to someone who hasn't gotten it yet, then you need to code some algorithm for that in party.c: int party_share_loot(struct party_data* p, struct map_session_data* sd, struct item* item_data, int first_charid) That's the best place to put it, you have all the info you need (struct item* item_data contains information about the item so you can check if it's your item).
  7. I want to add that this does not necessarily mean that you will get more players when you create a pre-renewal server. It's not just about the demand but also about what is offered.
  8. One of those blue buttons at the top-right of your screenshots - I think the dot - will open up a chat configuration where you can set what messages should show.
  9. If it's in PVP/WoE then that's official. Only the owner of a trap can see it until the trap activates. I didn't even know we have that implemented. (On official PVP servers, traps are invisible except for the owner everywhere.) Honestly not sure how far this is implemented. You should be able to detect traps with Detect, though.
  10. Hi, since I was curious myself, I created a statistic over all server requests of the past 2 months, here is the result: Pre-Renewal: 43.5% Renewal: 24.6% Don't care / Custom: 17.4% Pre-Trans: 14.5% So I guess the winner is pre-renewal.
  11. Don't think ASB is still alive. Muad Dib is pretty much gone, not sure what he's doing lately, but he only even comes online like every 3 months, so he probably has a real life now. Thought he wanted to do his own project, but haven't heard from him since then. Peter is still with Ragnarok but he's focusing on his own server, Ragnarok Frontier, mostly (Ultramage is playing on it too). Aegis is simply too resource intensive and not customizable enough, so not many want to use it. ASB still has episode 13 released, though.
  12. Skotlex quit for good. He never really liked the game and doesn't want to code at all anymore. He's more the party guy now. Ultramage is still around though he's now more interested in Aegis than *Athena. eAthena just kind of died out. Well I stuck with it for a while because I hate renewal, but then lost interest. When I came back I realized that rAthena offers a switch to easily switch back to pre-renewal so there wasn't really the need for eAthena anymore. Honestly don't really know if eAthena even has any fixes that are not on rAthena. Some other devs are probably all doing their own projects now, some are commercial versions of eAthena or tools.
  13. This is actually official. Only people who did the quest can open the gate but everybody can enter once it's opened.
  14. If you want 100% pre-renewal then don't comment that line. Instead uncommented PRERE in the same file. //quick option to disable all renewal option, used by ./configure //#define PREREChange to: //quick option to disable all renewal option, used by ./configure #define PRERE If you just comment RENEWAL then you will still have all the other renewal systems enabled like RENEWAL_EXP and RENEWAL_ASPD (but maybe you want that?).
  15. Pre-Re: https://raw.githubusercontent.com/rathena/rathena/master/db/pre-re/skill_unit_db.txt Re: https://raw.githubusercontent.com/rathena/rathena/master/db/re/skill_unit_db.txt Unit ID is second and third column.
  16. Not really sure what you are requesting, if you want pre-renewal completely then do what Emistry posted. The "left-to-right cardfix" thingy isn't a renewal-specific thingy as far as I know. It's in a config option... And if the only thing you want to change is how defense works against piercing attacks then just check the function: battle_calc_defense_reductionEspecially the last part of the function where "piercing" is applied. But just using the pre-renewal piercing formula for renewal is a very bad idea, because that would result in huge damage.
  17. It's a renewal update. In renewal you can use it with swords and spears, in pre-renewal only with spears.
  18. Did it work before or did it never work? I only know that if you are using Windows Vista, then patchers won't work, you need to manually patch.
  19. There's no hack to use @ commands even though players don't have the permission to use them. So the only risk is that you give the command to the players in the first place or someone hacks you database and changes his admission level (but in that case you're doomed anyway, so better put a good database password). Within scripts you need to very careful. Most important rule: Always first substract zeny / ingredients BEFORE giving reward.
  20. Well you need to do two things: 1. Make the required skill start SC_COMBO. This can be doen by adding the skill to skill_combo: void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){This one is pretty self-explanatory. In section "Start new combo", add the required skill and give it a duration. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){ case AL_INCAGI: if (pc_checkskill(sd, MYCUSTOM_SKILL) > 0) duration=1; break;That means during AL_INCAGI effect you can do a combo. You can also set a fixed duration like 2000, that means you can do the combo until 2 seconds after the cast of AL_INCAGI.2. Now when using your new skill, add the code as explained above (see part I quoted). It would look like this: case MYCUSTOM_SKILL: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AL_INCAGI)) return false; break;That way you check if the combo was triggered by AL_INCAGI. If it's not the case you return false = "skill not possible".If you don't like the negation you can also do it the other way around: case MYCUSTOM_SKILL: if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AL_INCAGI) break; return false;
  21. You don't actually need to edit anything. It will automatically read from the "pre-re" folder if you disable renewal. By the way, if you want full pre-renewal you don't even need to comment all the renewal defines, you can just uncomment PRERE here: (uncomment second line) I did only that and it worked automatically and read all the data from the pre-re folder so I'm pretty sure there are no further changes needed.
  22. Well, you have to work with status changes. Basically you do: if(sc && sc->data[SC_MYSTATUSCHANGE]) skillcode;Check skill.c, you can look at Monk combos to see examples: 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; case MO_COMBOFINISH: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO)) return false; break; case CH_TIGERFIST: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH)) return false; break; case CH_CHAINCRUSH: if(!(sc && sc->data[SC_COMBO])) return false; if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST) return false; break; case MO_EXTREMITYFIST: // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... // return false; if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) ) break; if( sc && sc->data[SC_COMBO] ) { switch(sc->data[SC_COMBO]->val1) { case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: break; default: return false; } }in function "skill_check_condition_castbegin".If you just want the increase agi status change to be a requirement to use another skill you can just check for that status change, very easy. But if you only want to allow the other skill if you used increase agi yourself, then you need to make increase agi give the SC_COMBO status change to yourself and set "val1" to AL_INCAGI.
  23. Needs more info: 1. Did you update something when it stopped working? If yes, what did you update? 2. Renewal / Pre-Renewal, make sure the file exists properly in the re/pre-re folder depending on setting. 3. When you start the server, make search for errors / warnings. If it couldn't read the monster skill because of bad format, then there should be an error or at least a warning. 4. How did you detect that a monster doesn't use any skill? With which monster did you test? What are the entries of that monster in the mob_skill_db?
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