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Playtester

Developer
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Everything posted by Playtester

  1. 1. If you put delay_rate to 0, then there will never be any delay ever. 2. If you set min_skill_delay_limit to 0, you open up huge exploits, I recommend to keep it at at least 100ms. 10 skills per second is already way faster than any human can click anyway. 3. If you set both "delay_dependon_dex: yes" and "delay_dependon_agi: yes", then it's pretty easy to get the delay to 0 unless you change "castrate_dex_scale" to a much higher value than 150. 4. The three skills you've mention already scale with ASPD on the default settings and I'm not sure what you want to change exactly. What should the delay be on 1 AGI? What should the delay be on 100 AGI?
  2. I prefer if the item names stayed how people are used to. They need to match with all the online databases out there so players not familiar with the game yet can search for them.
  3. Just go to "Aegis General". Even on the first page there are tons of links to leaked data... It's not sorted because the people who originally "got" the files were really chaotic and ended up with having their files all over the place, so you will have to read the files manually to see which episode they are from (like opening the mob spawn file and see which regions are included). Don't trust the episode on the folder name.
  4. You really should do something about your main page, though. It just says "simple" at the moment.
  5. Yeah eAthena RC5 is your best bet. Alternatively just get the data from ASB and convert them yourself. Need a Microsoft SQL Server to be able to open the database files, but I think the express version is free.
  6. 5383,Hunting_Cap,Hunter's Cap,4,20,,250,,3,,1,0xFFFFFFFF,7,2,256,,1,1,389,{ if(BaseLevel=1) { bonus bMaxHP,1000; bonus bMaxSP,200; } bonus bLuk,1; bonus2 bAddRace,RC_Brute,10; bonus2 bAddRace,RC_DemiHuman,5; bonus2 bAddRace,RC_Player,5; },{},{} Hmmm could only find this error. If you want to do a comparison you have to do == instead of =.
  7. Better make a new thread? Or at least ask the question directly, can't help without a question. XD
  8. Well, maybe all items scripts are wrong, but without seeing them I can't tell you.
  9. What's the item script?
  10. Does this still happen when they have nothing equipped? Any status changes?
  11. It's a special properly of Storm Gust that it does not Freeze monsters that are immune to water damage.
  12. 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...".
  13. Water resist doesn't prevent you from freezing only from damage.
  14. 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.
  15. 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.
  16. I don't know, I never modified the client. Maybe search for "nodelay".
  17. The animation prevents you from using it faster, gotta edit the client to not display the animation.
  18. Battle King should be Beetle King. Does the pre-re version have the correct pre-re DEF values for equips?
  19. 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.
  20. 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.
  21. 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%?
  22. 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.
  23. 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...
  24. 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
  25. 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.
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