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Playtester

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Posts posted by Playtester

  1. Yeah, that's why you change:

    #ifndef RENEWAL_EDP
                val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
    #endif
     

     
    To:

    #ifndef RENEWAL_EDP
                val3 = -25+50*val1; //Damage increase (-25+50*level)
    #endif
     

     


    But that's a kinda strange balance. Don't you want to half the damage increase?
    In that case it would be:

    #ifndef RENEWAL_EDP
                val3 = 25*(val1+1); //Damage increase (+25 +25*lv%)
    #endif
     
  2. "100,100" would be mean between 100 and 100 which is 0%.

     

    If you do not change the thing Emistry did, then you can achieve 100% success by doing this:

     

     case 1: callfunc "Func_Socket",1460,1461,0,101,200,1010,10;

     

     

    An easier way is to just change the if to something that is always true like "if(1)" or "if(true)" (not sure if that works in scripts, though).

  3. Check these lines:

     

    case 1: callfunc "Func_Socket",1460,1461,40,66,200,1010,10;

     

    Basically you roll a 100-sided dice and if the number is between those two numbers (excluding), it is successful.

     

    1460 in this case is the item required and 1461 is the item you will get. If you want to increase the chance for example change it to:

     

    case 1: callfunc "Func_Socket",1460,1461,35,71,200,1010,10;

  4. I can't seem to get this patcher to run, I'm using vista, but I already copied RO into my documents folder as well as run it in admin mode. It creates a patcher process but I don't see anything visible (no patcher window at all). Any idea what the problem can be?

  5. The damage of earthquake is the divided by the number of players hit by the skill. If there are no players hit by it, there is a division by 0.

     

    It's in trunk/src/map/battle.c (line 4157)

     

    		if (skill_id == NPC_EARTHQUAKE)
    		{	//Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
    			//Also divide the extra bonuses from atk2 based on the number in range [Kevin]
    			if(mflag>0)
    				ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
    			else
    				ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
    		}
    
    • Upvote 1
  6. Maybe that's just me personally, but I'd just modify the mob_db.txt (or rather add copies of the monsters to the mob_db2.txt) and increase the base drop rate accordingly. For example I put the drop rate for boss cards to 500x, so they will drop to 5% by default. Then I update MVPs to have a base drop rate of 0.02% instead of 0.01% and then update minibosses to have a base drop rate of 0.03%.

     

    If you want it automatically calculated you'd need to do modifications to the source code. Not sure how familiar you are with C++, but you could find the part in mob.c that reads the rates from the config and where it reads the rate from the boss card config you make an adjustment based on the type or ID range of the monster.

  7. Well not familiar with tools myself, but getting the correct code is fairly easy, all jobs usually looks like this:

    0xFFFFFFFF,7

    Now you just gotta check the file in the documentation which is here: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/doc/item_db.txt

    High Wizard only (wizard+trans) would be: 0x00000200,2

    Paladin only (Crusader+trans) would be: 0x00004000,2

    You can also combine the classes by adding them together, for example High Wizard and Paladin would be: 0x00004200,2

  8. It would be great if you could release a converter. If you need help on how to convert each column, I can help with that. Not everything is trivial. Mode on monster for example needs to consider boss mode and race. And the skills need to consider if an MVP is casting them or not (several level 10 skills will be stronger if an MVP casts them which is reflected in rAthena by giving it a higher skill level). Also the "onspawn" file needs to be considered as those aren't actual skills on Aegis.

    Oh and if you convert newer G_ mobs, be careful because they have no delays at all (check G_BANASPATY), I was thinking that maybe summoned slaves do not only take over walking speed of the summoner but also attack delays? At least on official servers they don't attack with unlimited speed...

    • Upvote 3
  9. I never really understood how there could be so much political trouble in emulator projects. You don't even need to do many coding decisions as you already have a clear definition on how it should be (= like official servers).

    That devs are lazy, well that's a different story, an open source project always depends on how many people are willing to work for it. You can't really blame devs for doing nothing. Want more work done? Then join the project instead of doing the fixes just for your own server.

    • Upvote 5
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