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Posts posted by Playtester
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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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It might just not display in the status window if you are using renewal.
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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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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.
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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.
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Caused by a client mod maybe? It seems to send move request.
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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;
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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?
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That database is heavily messed up.
1,2,3,4,5,6
Someone replaced the official values with 1, 2, 3, 4, 5, 6.
// ID,AegisName,Name,Type,Buy,Sell,Weight,ATK,DEF,Range,Slots,Job,Class,Gender,Loc,wLV,eLV[:maxLevel],Refineable,View,{ Script },{ OnEquip_Script },{ OnUnequip_Script }
The cost of the weapon is 1z, but they sell for 2z. They only weight 0.3. They give only 4 ATK. They give 5 DEF. And they have a range of 6.
Get the official database here:
https://raw.githubusercontent.com/rathena/rathena/master/db/pre-re/item_db.txt
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exp.conf // Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1) // If no, an equation will be used which preserves statpoints earned/lost // through external means (ie: stat point buyers/sellers) use_statpoint_table: yes
https://github.com/rathena/rathena/blob/master/db/re/statpoint.txt
Should actually be 6058 at level 255 by default? And 52 more stat points when rebirthed.
In pre-renewal it would be 7237 stat point at level 255 when rebirthed. 7316 must be a server customization.
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Or the monster mode in the database is messed up and doesn't include "can attack".
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Copy the item database entry here and tell us if you use renewal or pre-renewal.
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As said, weapons having Matk is a renewal thing. In pre-renewal this doesn't exist. All wands just gave Matk+15%.
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Fixed MATK bonus only works in renewal I think. Use bMatkRate for those items instead.
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C'mon it's a normal math formula you don't need me to write that down.
if(sd) //Player hitrate += sstatus->hit - flee; else //Monster hitrate += sstatus->hit - flee/2;
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Probably easiest to just change the hit calculation or just increase the dex of monsters.
In battle.c::is_attack_hitting you have this:
hitrate += sstatus->hit - flee;
You could change it into something like...
if(sd) //Player hitrate += sstatus->hit - flee; else //Monster hitrate += sstatus->hit*2 - flee;
That would for example double their hit in the calculation.
Maybe a better idea would be to half the flee of the target instead, though.
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Maybe the server is running out of RAM.
[BUG] LAND PROTECTOR + METEOR STORM
in Source Support
Posted
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.