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Playtester

Developer
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Everything posted by Playtester

  1. I already said everything you need to know. ^^" Just set up the resistances how you want them. Nerfwood gave you an example.
  2. What sc_def, sc_def2, tick_def and tick_def2 mean is explained at the top of the function where the variables are declared, just read the description and set them accordingly in the SC_FREEZE case as displayed above. tick_def2 of status->luk*10 certainly will make duration being reduced by 1 second for 100 luk as those values are in milliseconds 100*10 = 1000ms = 1 second. Be careful that if you don't define tick_def it will automatically use sc_def, so any changes you do to sc_def, will also be done to tick_def.
  3. When does that appear? static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them Usually it is possible to have up to 20 units on the same cell. You need to place more on one?
  4. Well the server uses the time defined there, so the protection should stop after 7 seconds which your change. Is it just the animation? Then I guess you'd need to modify the animation itself on the client.
  5. It works fine in the current Git version you can get from: https://github.com/rathena/rathena You can find the bonus in pc.c in function pc_checkbaselevelup: } else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) { sc_start(&sd->bl,&sd->bl,status_skill2sc(AL_INCAGI),100,10,600000); sc_start(&sd->bl,&sd->bl,status_skill2sc(AL_BLESSING),100,10,600000); }
  6. The latest fully supported client is 2013-07-08. Newer clients might or might not work.
  7. But there are already such min delay protections server-sided, so there isn't really a need to check for it. You can't cast skills faster than aMotion anyway. It's better to have the min delays depending on ASPD. But if you put them too high, the players will lose the ability to chain skills the normal way. // What level of leniency should the skill system give for skills when // accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 300) // // NOTE: Setting this to 100% may cause some issues with valid skills not being cast. // The time difference between client and server varies so allowing 90% leniency // should be enough to forgive very small margins of error. skill_amotion_leniency: 90 Setting the value to 140 would be an idea for example.
  8. Yes.
  9. Easy. All Classes : 0xFFFFFFFF Priest: 0x00000100 Monk: 0x00008000 Substract both from all classes: 0xFFFF7EFF
  10. Yeah, though that just means it tries to delete a unit that was already deleted. Which is not too critical as long as we don't forget to check for it anywhere it's used (that's why I suggested my update in the code). Does it no longer crash now?
  11. Pretty sure it's physical only. For magic there is "bMagicAddRace".
  12. But the link on the forum still points to the old bug tracker.
  13. Playtester

    Conf's

    Yes. Because on pre-renewal armor def is percentual. So 99 def would already mean only 1% damage from all physical sources which basically makes you invincible anyway. I think the maximum def you can reach is ~85 def anyway with official equip even if you upgrade all to +10. You can get 90 def with Steel Body, though.
  14. I guess for default movement speed for players which is 150ms/cell a 50ms interval is more fluent because on official interval it alternates between 140ms and 160ms per cell. But the moment you have Agi Up it should a lot more fluent with the new interval because instead of alternating between 100ms and 150ms per cell it will only alternate between 100ms and 120ms per cell. Of course irregular intervals might be welcome as it makes it easier to escape hitlock. And in any case, default rAthena really should aim to be closest to official kRO as possible by default. In case of "official bugs and annoyances", we can always just provide a define or a conf option for it. Then it's up to the server owners to decide what they want to be official and what not.
  15. Playtester

    Hosting

    Since both is pretty much west coast, I don't think it matters much. West Coast US is pretty bad for Europeans but otherwise good.
  16. Playtester

    Conf's

    Yes all default settings are official kRO unless stated otherwise. If you have a question about a particular setting I can also explain it.
  17. Well in this case, the crash seems to always occur when someone is casting GN_FIRE_EXPANSION at level 5. But I honestly don't see what's wrong in it. It accesses ud->skillunit->unit before and doesn't crash then so why would it crash when unit_delunit is called? Wait... maybe the "skill_castend_damage_id" deletes the unit already in some cases? You could try: if(ud && ud->skillunit[i] && ud->skillunit[i]->unit) skill_delunit(ud->skillunit[i]->unit); break;
  18. You need to check skill_castend_pos2 (skill.c line 10895). It doesn't even get to skill_delunit, it crashes before that because ud->skillunit does not exist and you still access an element from it. That line that crashes for you no longer seems to exist in the sourcecode, so I can't help you further.
  19. 0xC0 to be exact. Yes.
  20. Why not just make a friendly mob spawn with large view range? Patrolling is harder I guess.
  21. You need to sum it up in a hexidezimal way. It's easier like that because each digit is NOT influenced by other digits. It goes like this: 0-9 A - 10 B - 11 C - 12 D - 13 E - 14 F - 15 0x80 + 0x10 = 0x90 If you have: 0x80 + 0x08 + 0x02 you can split that into: First digit: 0x80 (8) Second digit: 0x08 (8) + 0x02 (2) = 0x0A (10) Then combine it together: 0x8A 0x just means "the following number is in a hexadecimal system" rather than the decimal system most humans use.
  22. When starting a RO client it will load a lot of stuff into memory. If you run another client it uses the already available memory. That's why it's not really possible to run two different RO clients at the same time.
  23. Just add 0x20 to the nk field: 0x42 -> 0x62
  24. Players and server owners should use the Issue Tracker, though! We need help knowing which issues are there. So use it as much as possible (but only for real bugs, not for support questions).
  25. { bonus2 bSubEle,Ele_Wind,50; bonus2 bSubEle,Ele_Earth,-50; }
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