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Everything posted by Playtester
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There's no reason to use old eAthena sources. rAthena has all the stuff that eAthena had plus a tons of bug fixes that are all relevant for pre-renewal. And it's super easy to setup rAthena for pre-renewal, you just need to uncomment a single line in renewal.h. //quick option to disable all renewal option, used by ./configure //#define PRERE Other than that you only need to setup IPs and packet versions (which you had to do on eAthena too) and then just compile and go. Editing GRFs is independent on what emulator you use, but you might have to change the NPC positions and warp coordinates when you change the maps. Edit: Also check this thread:
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In unit.c, there is a function unit_blown_immune. You will have to adjust that to your liking.
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Don't know how it is on official servers, but right now, Magnum breaks affects all weapon skills that don't have: // 0x10 - Skill ignores elemental adjustments And Dragon Breath doesn't have it: 2008,9,6,2,3,0x42,1:1:1:2:2:2:3:3:4:4,10,1,no,0,0x40000,0,weapon,0,0x0, RK_DRAGONBREATH,Dragon Breath If you want to change that you can easily change the 0x42 to 0x52.
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How to make each guild skills have separate cooldown?
Playtester replied to Pink Guy's question in Scripting Support
Yep, skill_cast_db: //===== Guild Skills ======================= //-- GD_LEADERSHIP 10006,0,0,0,300000,0,0,-1 //-- GD_GLORYWOUNDS 10007,0,0,0,300000,0,0,-1 //-- GD_SOULCOLD 10008,0,0,0,300000,0,0,-1 //-- GD_HAWKEYES 10009,0,0,0,300000,0,0,-1 //-- GD_BATTLEORDER 10010,0,0,0,180000,300000,0,-1 //-- GD_REGENERATION 10011,0,0,0,60000,300000,0,-1 //-- GD_RESTORE 10012,0,0,0,0,300000,0,10000 //-- GD_EMERGENCYCALL 10013,0,0,0,0,300000,0,5000 //-- GD_ITEMEMERGENCYCALL 10015,0,0,0,0,300000,0,5000 //========================================== -
He already did: https://github.com/rathena/rathena/issues/2163
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Actually buy price should be set to 2z so that the sell price is 1z. If you are using text files, you can easily edit them with a spreadsheet editor (Excel or Open Office). If you are using a database, you can pretty much change all with a simple SQL command.
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Go to skill.c and find: case BA_POEMBRAGI: val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction //For some reason at level 10 the base delay reduction is 50%. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction if (sd) { val1 += pc_checkskill(sd, BA_MUSICALLESSON); val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON); } break; Then put whatever formula you want. The comments already tell you what val1 and val2 means.
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There's no mob_db.conf in rAthena. If you are using Hercules, you better ask at herc.ws. Generally, you can't make monsters chase you for that far, because calculating the walkpath at that length has a too high complexity which the client won't handle. You'll have to rewrite a lot of the movement code to somehow emulate longer chase paths (turning them into many shorter paths with waypoints). Some things you can do that could help you server-side are disabling OFFICIAL_WALKPATH (that limits complex walkpaths to 14 cells) and raising range3 in mob_db. Not sure how the client will behave here, though.
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It's not a bug, you don't see meteors falling if they would fall on an LP cell. That's how it works on iRO as well.
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"ifndef" stands for "if NOT defined", so that actually means this code part is for pre-renewal only. Otherwise I wouldn't have quoted it. :-) 200 = 20% val1 is the skil level Theoretically you could check for weapon type equipped and set val2 to a different value depending on that, but it will probably cause the issue that someone could equip a two-handed spear, then cast the skill and then equip a one-handed spear to still get a larger boost. Anything beyond that might be a bit more work to code so I can't do it for you with my limited time.
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Then I'm not sure, you'd need to run a debugger to see at what part of the code it's increased.
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REfine on weapon and armor bonus is not adding
Playtester replied to louigui0224's question in Database Support
It might just not display in the status window if you are using renewal. -
You can define the boost of SPEARQUICKEN in status.c for pre-renewal: #ifndef RENEWAL_ASPD case SC_SPEARQUICKEN: val2 = 200+10*val1; break; #endif There's no easy way to make it work differently depending on weapon type, though.
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Expanded jobs can't rebirth, so 7185 is correct.
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Player walking when interacting with NPC or Skill
Playtester replied to tedexx's question in General Support
It's definitely not a server problem then. It's either related to a client mod (like mouse freedom) or maybe it's your mouse software itself. -
Player walking when interacting with NPC or Skill
Playtester replied to tedexx's question in General Support
I don't know about that NPC setup, but my Wizard definitely doesn't move when casting Storm Gust. Just tested on unchanged rAthena. Is it really a fresh installation because in that gif Storm Gust is instant cast. I tried to emulate that by equipping Angra Manyu, but still no walking. -
Player walking when interacting with NPC or Skill
Playtester replied to tedexx's question in General Support
Caused by a client mod maybe? It seems to send move request. -
Limit the Max 'bonus2 bSubRace,RC_Player,100;'
Playtester replied to Dissidia's question in Source Support
If you want to limit the total bonus you could do that in pc.c: case SP_SUBRACE: // bonus2 bSubRace,r,x; PC_BONUS_CHK_RACE(type2,SP_SUBRACE); if(sd->state.lr_flag != 2) sd->subrace[type2]+=val; break; For example: case SP_SUBRACE: // bonus2 bSubRace,r,x; PC_BONUS_CHK_RACE(type2,SP_SUBRACE); if(sd->state.lr_flag != 2) { sd->subrace[type2]+=val; if(sd->subrace[type2] > 90) sd->subrace[type2] = 90; } break; -
Hmm, not sure, but you only need one | between the flags. Try: bonus5 bAutoSpellWhenHit,"AL_PNEUMA",1,150,BF_SHORT|BF_LONG|BF_WEAPON|BF_MISC|BF_NORMAL|BF_SKILL,0;
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Hmm, I think easiest would be to go to status.c, find function status_calc_matk and change: cap_value(matk,0,USHRT_MAX); To: cap_value(matk,0,10000); (It appears twice in the function and both parts need to be modified.)
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Err, yes. That means it can deal 5000xATK at max.
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Hmm, I'm not sure what trigger the small effect, it's either the icon or the option. The option however is the same as for overthrust, so I wonder how it can diffentiate the two. The only thing I found in status.c was this: if( type == SC_SWOO ) opt_flag = 8; else opt_flag = 0; Maybe try to change it so that it always sets opt_flag to 0.
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Yes, 7185 is correct. But if you rebirth you start at 100 stat point so you have a bonus 52.
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You already quoted the relevant parts, so why not just change the formula to your liking? How would you like the damage to be like?