Jump to content

helvetica

Members
  • Posts

    105
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by helvetica

  1. [true,false] means that group can use the command on themselves but not as a # command targetted at others
  2. Assumptio works differently in Renewal. It's no longer a flat 50% damage reduction, it doubles your DEF and MDEF. So skills that ignore DEF will ignore Assumptio now. http://irowiki.org/wiki/Assumptio
  3. I forgot to mention that this patch also affects Renewal MATK in a very major way. Weapons that give +MATK apply whether in main or offhand, and count for skills and spells that use MATK. Unlike ATK-based skills where offhand ATK is always ignored, MATK is cumulative. So classes that can dual wield (Assassin, and Kageru/Oboro) will benefit greatly from weapons with +MATK equipped in both hands. Skills that do not fall strictly under ATK-based ("weapon"-type) or MATK-based ("magic"-type), so-called "misc"-type skills, were also brought up to spec. The previous update Akinari linked to put in complete support for purely "magic"-type skills, this update brings "weapon"- and "misc"-type skills up to Renewal mode. Most of these skills were rewritten in Renewal to use MATK rather than INT. A large chunk of Renewal was the simplifying of some of the more complex skill formulas. Renewal pretty much did away with using STR and INT directly for any calculations, instead using ATK and MATK in its place. STR and INT (and to a lesser extent, DEX and LUK) are still very important and are directly calculated into status ATK and status MATK respectively, but weapons now have a larger chunk of the damage than before especially on spells. Notable "misc"-type skills updated to use MATK instead of INT include Acid Demonstration and Soul Breaker.
  4. There's a client diff for that with WeeDiffGenerator. I think it's "translate into english" or something along that.
  5. If you're using pre-renewal cast, vcast_stat_scale is ignored and castrate_dex_scale is used. Even if you comment it out it's still going to have a default value of 150. Set it to something really high like 255.
  6. rAthena Renewal battle support and major battle/skill system overhaul! ATTENTION! There have been several bugfixes since Renewal battle support was initially introduced with r17402. Please make sure to stay up to date with the latest SVN build for any potential fixes or changes. r17406 - Corrected Renewal EDP to exclude Grimtooth and Venom Knife r17413 - Corrected Renewal Final Strike to remove Ninja Soul and Hiding status on use r17417 - EDP incorrectly doubling weapon ATK bonus r17418 - Status ATK not being forced to an element r17420 - Reductions weren't being applied properly to damage dealt from players I tried to be as thorough as possible, there was just some bugs I had not ran into because I hadn't ran into them myself, and when we released the patch out to testing it wasn't reported. We are trying to fix them ASAP. Please make sure to stay up to date on the latest SVN for any potential bugfixes and report any issues you may run into! Overview: r17402 brings exactly what you've been waiting for all this time, a comprehensive and painstakingly accurate Renewal skill and battle system. After many sleepless nights and sacrifices to various foul gods, and lots and lots of moral support, we are proud to say this was worth the wait. Battle.c, the heart of the rAthena combat calculation engine, has been massively refactored and brought into line with official calculation methods and "quirks". And all skills, we're proud to say, are in place and functional and above all, accurate for both pre-renewal and renewal modes. No more placeholders! I'll keep this overview brief. If you're interested in a complete technical breakdown of all the renewal formulas and the methods how damage is calculated on official servers, keep on reading for exact formulas and gameplay behavior changes. Changes: Renewal EDP is fully implemented and functioning according to official behaviors All skills updated to their official Renewal formulas and behaviors, notable examples including Soul Breaker, Acid Demonstration, and Spiral Pierce Countless skill fixes and undocumented official behaviors "documented" and implemented for both Renewal and Pre-Renewal modes Battle.c rewritten for easier maintenance and modification Renewal skill database updated and verified If you have any source modifications, you may experience some issues updating. We highly highly recommend starting from a clean SVN copy before applying any source modifications. Those of you with stock installations should be fine with an SVN pull and a recompile. This update isn't just for renewal support either, many skills and behaviors have been corrected for pre-renewal as well. We definitely recommend upgrading to this even if you're running a purely pre-renewal server for a more accurate gameplay experience. Many many thanks go to Baalberith who did most of the initial refactoring work, and to Akinari who beat me over the head to make sure I finished this xP! Gory technical details General * Forced neutral behavior documented and implemented. Weapon element does affect the following skills, but final damage is treated neutral for resistances. End result is endows do boost skill damage as expected given elemental weaknesses or resistances, but forced neutral skills will always miss on Ghost 3/4 mobs as the damage is "forced" back to neutral type after bonuses are applied but before resistances. * The following skills are considered "forced neutral" Merchant "Cart Revolution" Creator "Acid Demonstration" Genetic "Cart Cannon" (damage is forced to element of cannon ball, either neutral or holy or ghost) * Weapon calculation engine has been rewritten to better emulate official behaviors and "quirks", the following changes have been documented and implemented: Double attack takes priority over criticals when determining which effect activates VITDEF (status or sDEF) is applied on every hit on multi-hit skills, rather than a flat reduction on the final damage total Skills such as Spiral Pierce that differ when used by monsters modified to match official calculation methods * Weapon element behavior adjusted to match official behavior, endows override any innate weapon element, including elemental arrows * Renewal - weapon element only applies bonus damage to "weapon" ATK, ATK from status and equipment is considered neutral and ATK from mastery skills are considered non-elemental * Renewal - MATK on offhand equipped items does stack and apply towards total MATK calculated for skills and spells. This means classes that can dual wield will be able to get +MATK from both weapons, unlike physical where offhand ATK is ignored for skills. Archer * Renewal - Owl's Eye still gives +1 HIT per skill level but the HIT bonus does not show up in the status window anymore Hunter * Renewal - Claymore, freeze trap and landmine adjusted to apply full damage to "plant" type mobs (monsters that only take 1 damage on every hit) Thief * Double attack gives a hidden +1 HIT per skill level on attacks that activate the double attack effect * Envenom gives a flat +15 ATK per skill level when used, it is considered a mastery type damage and has no element Rogue * Renewal - Owl's Eye still gives +1 HIT per skill level but the HIT bonus does not show up in the status window anymore Merchant * Cart Revolution adjusted to match "forced neutral" behavior Assassin Cross * Advanced Katar Mastery modified. is treaded similar to a +%ATK card rather than a weapon mastery * Renewal - Soul Breaker formula for Renewal implemented ((ATK + MATK) * (3 + (.5 * skill level)) - (eDEF + sDEF + eMDEF + sMDEF) * Renewal - Soul Breaker no longer misses, it will always do full damage regardless of target's FLEE * Renewal - Soul Breaker no longer gains DEF piercing or ignore DEF effect from weapons such as Combat Knife and Ice Pick * Renewal - Enchant Deadly Poison for Renewal implemented Weapon ATK multiplied by (1 + (EDP level * .8)) Equipment ATK multiplied by (1 + (EDP level * .6)) * Renewal - EDP adds half modifiers (base damage/2) but otherwise functions as above with the following skills: Sonic Blow Soul Breaker Counter Slash Cross Impact * Renewal - EDP no longer affects the following skills: Grimtooth Venom Knife * Renewal - EDP now affects the following skills: Meteor Assault Soul Breaker * EDP still does not affect Venom Splasher in both Renewal and Pre-Renewal modes Creator * Renewal - Acid Demonstration formula for Renewal implemented 7 * ((ATK + MATK) / skill level) * VIT / 100 ) * Acid Demonstration adjusted to match "forced neutral" behavior on official For example, Acid Demonstration used on a water-type mob with a wind endowed weapon will do bonus damage, but will miss on a Ghost 3/4 monster regardless of endow. Swordsman * Magnum break bonus damage gives +20% ATK fire damage on physical attack (so 100% ATK normal + 20% ATK fire) Lord Knight * Renewal - Spiral Pierce formula for Renewal implemented (ATK + (weapon weight / 2)) * (100 + (50 * skill level))% * Renewal - Mastery skills such as spear mastery no longer add any bonus damage to Spiral Pierce * Renewal - Spiral Pierce no longer ignores DEF Ninja * Renewal - Final Strike formula for Renewal implemented base damage = current hp + ((ATK * current hp * skill lvl) / max hp) final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (eDEF + sDEF) * Final Strike will MISS on plant-type mobs (mobs that only take 1 damage per hit from all sources) * Mirror Image cast over itself will override and reset current Mirror Image count Genetic * Cart Cannon "forced element" behavior implemented, damage is "forced" to the element of the cannon ball. Ex. Cart Cannon fitted with a standard cannon ball and a fire elemental weapon will do bonus damage against earth targets, and a Cart Cannon fitted with a holy cannon ball will do bonus damage against shadow, but total damage is forced back to element of cannon ball and resistances applied against it. Neutral cannon balls will miss on Ghost 3/4 but holy/ghost/shadow will not. Gunslinger * Gunslinger Mine skill formula and behavior matched to official Fixed 50 * skill level damage, ignores DEF and is affected by +% ATK weapon cards only Warlock * Tetra Vortex behavior modified to match official First 4 spirit spheres are used for calculating element of each hit, but if 5 are present all 5 are consumed Taekwon Kid * Renewal - Mild wind applies element bonus to status ATK as well as weapon ATK, unlike endows
  7. I haven't personally done any testing with any of the 2013 clients so I couldn't really give a specific answer. What I can tell you is the cash shop functionality currently in rA was designed for 2013 clients and there hasn't been any testing or work done on making it compatible with 2012 Ragexe clients. They were not available at the time the cash shop window functionality was put in.
  8. If you're trying to utilize the cash shop window on 2012 clients with rAthena it's likely to fail or result in broken behavior, we don't officially support any 2012 clients for cash shop window functionality at this time. Only 2013 clients have been coded for and tested currently.
  9. 2012 clients are not supported with the current cash shop window implementation on rAthena. Please stick to the 2013 clients if you're trying to utilize the cash shop window.
  10. Are you using a clean SVN pull? There are a SIGNIFICANT amount of changes and it's highly recommended you apply this diff first to a clean copy from SVN before adding on any other source modifications.
  11. Renewal behaviors should be more or less on target. The only known broken renewal skill is Envenom. I need to do more research to see how exactly the +ATK bonus is applied as it's not a percentage based like most other skills. Renewal skills and behaviors themselves have been EXTENSIVELY tested, but please feel free to pipe up if something seems off. What we really need help with is pre-renewal, and making sure we didn't break anything in the process, as we did some major rewrites to the core of the whole damage calculation process to bring it in line with official. Please test pre-renewal and let me know of any regressions or differences of ANY kind. There may be some changes in terms of overall damage numbers as some "quirks" on official have been documented and implemented but overall it shouldn't vary that much from what rAthena had previously. If there's any significant change in damage output please indicate what skill and equipment/stats you're testing with. I'll have a writeup detailing exactly what changes have been made in renewal in terms of overall gameplay mechanics and skills soon.
  12. Has to be something with your machine, as I build my executables with --enable-64bit and I've never had memory corruption errors. Might want to check with memtest86 or something like that. What OS/distro are you running?
  13. I'm looking to modify rAthena to track jRO's flavor of Renewal, and I'd like a hint to where in the code ASPD is calculated as well as ATK and MATK. Thanks!
×
×
  • Create New...