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Everything posted by b1rbert
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Thanks alot!
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Heya, was just wondering if anyone has the sprite for this mob/npc lying around and is willing to share. https://www.divine-pride.net/database/monster/20995/ I might probably just be too lazy to update my kRo client
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Looking at your gravity-esc maps is always a pleasure. please continue to grow the world of RO for us with all those immersive maps. Can't wait to include them into my server!
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Froggo Client.exe will still be 04.06.2022 because thats the only free most up2date accessable one at the moment. everything above that you either need to get yourself and hope that warp/nemo has the patches for it or straight up buy it. The grf will be up2date though. 2024-25: grf is easily accessable 2024-25: Client.exe with nemo/warp Patches and Server-side Source you'll have to buy
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If you get the Froggo Client you will have "almost" all the 4th Jobs with Skills and Effect in terms of client side. the only thing that will be missing is the absolute latest 4th job skills + a few expanded 4th job skill effects. Also getting almost any up2date kro data.grf has everything included. You just need to make sure that the server side also has all the skills active. Which in the current free rAthena github there are still a few 4th job Expanded missing out but they are close to being implemented.
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Giving Skills a fixed attack animation speed instead of scaling with agi
b1rbert replied to b1rbert's question in Scripting Support
You are absolutly right. My bad, I forgot to double check that I actually clicked on source instead if script. -
Heya, so I'm currently changing skills around and I saw that Skills like Genetic's Cart Cannon and Imperial Guards Judgment Cross get an almost "instant" character skill use animation if their ASPD is getting too high, which to me looks a bit too weird. is there any way to give a fixed animaton speed for those type of skills? I'm not talking about after cast delay or after cast walk delay. Just make the skills not scale their animations with attackspeed at all?
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Accidentally double posted duo to lag. sorry see initial comment above
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Okay so your problem here is the fact that you are changing to rune knight with Changebase. rune knight counts differently when mounted compared to the normal Knight Peco. to achieve the mount actually showing up when using changebase to rune knight you need to make sure that you also give the character the check for being mounted on a dragon. The scripts I use for my jobsuit from Lord Knight to Rune Knight while keeping the mount intact are these: OnEquipScript: changebase roclass(eaclass()|EAJL_THIRD); if(Class == Job_Lord_Knight){ if(checkriding()){ setoption OPTION_DRAGON1; } } OffEquipScript: changebase Class; if(Class == Job_Lord_Knight){ if(checkdragon()){ setriding; } } Paladin Works with Gryphon because they are both considered to be the same riding status
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You either stay "official" or you dont. If you already change the Town map you might aswell change the npcs and destinations/quests with it. No point in staying "true to official" with a custom map thats 180° different from the vanilla map/town layout. @keough Looks like a nice remake to the blunt official version of old prontera.
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+10 refine bug no bonus defense if +10 def 10+100
b1rbert replied to Dev KhayZia AZ's question in Source Requests
You need to be more specific. try asking the question with more detail in a part of the forum with your language in it. Or translate via AI. Which Items does not give def when refined to +10? does refine in general not give you any bonuses? what is 10+100 even supposed to give us in terms of information? -
Thank you for showing your "solutions"! The thing that fixed the tipbox for me was either using langtype 1 or funnily enough changing the font when using langtype 0. Do you also happen to have the problem where giving color to the words puts a spacebar in front of it? thats one of the problems I'm still facing. Whats also weird is that before going to langtype 0 the ASCII256 symbols in the lub worked perfectly fine but going to langtype 0 and back to 1 just broke the entire thing. Like you wrote literally downloading a new one fixed that again for me even though the encoding never changed in the file. its all super scuffed for apperantly no real reason.
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You can go into pc.cpp in your source and look for this line: int pc_checkjoblevelup(map_session_data *sd) { t_exp next = pc_nextjobexp(sd); nullpo_ret(sd); if(!next || sd->status.job_exp < next || pc_is_maxjoblv(sd)) return 0; uint32 job_level = sd->status.job_level; do { sd->status.job_exp -= next; //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex] if( ( !battle_config.multi_level_up || ( battle_config.multi_level_up_job > 0 && sd->status.job_level >= battle_config.multi_level_up_job ) ) && sd->status.job_exp > next-1 ) sd->status.job_exp = next-1; sd->status.job_level ++; sd->status.skill_point++; if( pc_is_maxjoblv(sd) ){ sd->status.job_exp = u64min(sd->status.job_exp,MAX_LEVEL_JOB_EXP); break; } } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next); clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_JOBEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); clif_updatestatus(sd,SP_SKILLPOINT); status_calc_pc(sd,SCO_FORCE); clif_misceffect(&sd->bl,1); if (pc_checkskill(sd, SG_DEVIL) && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)) ) clif_status_change(&sd->bl, EFST_DEVIL1, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL. npc_script_event(sd, NPCE_JOBLVUP); for (; job_level <= sd->status.job_level; job_level++) achievement_update_objective(sd, AG_GOAL_LEVEL, 1, job_level); pc_show_questinfo(sd); return 1; } where you can find "sd->status.skill_point++;" which you can change to "sd->status.skill_point += 3; so every job gets 3 skill points for every job level. but you can also use if statements if you want to only enable that for certain jobs. Example: do { sd->status.job_exp -= next; if( ( !battle_config.multi_level_up || ( battle_config.multi_level_up_job > 0 && sd->status.job_level >= battle_config.multi_level_up_job ) ) && sd->status.job_exp > next-1 ) sd->status.job_exp = next-1; sd->status.job_level++; // Check if the character is a Swordsman and apply different skill point logic. if (sd->class_ == JOB_SWORDMAN) { sd->status.skill_point += 3; // Swordsman gets 3 skill points } else { sd->status.skill_point++; // Others get 1 skill point } if( pc_is_maxjoblv(sd) ){ sd->status.job_exp = u64min(sd->status.job_exp, MAX_LEVEL_JOB_EXP); break; } } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next); which will only give swordsman 3 skillpoints when leveling up job and everyone else the same 1 skillpoint per level. If you use this in your source be aware that giving yourselfs joblevel with @jlvl command will only still give you 1 skillpoint regardless of what you input here. Maybe someone else could give better details on that
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I'm personally using 1 client before 2022/04/06 which should be 2022/03/28 or something and thats because the 0406 client crashes for me whenever I open my friendlist. If thats the same case for you the client version before the latest also does a good job
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Hey, I'm sorry if this might not be the solution you're looking for but I recently had the same problem when I went to langtype 0. for whatever reason having only one \n before a linked word caused it to look off. I fixed it by using \n\n to skip lines twice. it made it look really weird though since you had a lot of space between words with a link. I also realized that it has somehow to do with the tipbox file you are using. Re-downloading the file provided by Chris might just fix the problem. I recently went back to langtype 1 and redownloaded the file and it looks fine again even with only one \n being used. couldnt figure out how to fully fix your problem either. Another thing you could try which I didnt do yet is backup your current tipbox.lub and try changing the charset in notepad++ Option for that can be found in the bottom right corner. If you ever find the real solution to this problem I'd love to know.
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Original 3rd job sprite palettes don't load correctly.
b1rbert replied to nixfiller's question in Graphics Support
Okay so here is another answer that might not be related but could still help anyone who encounters these type of problems: At one point gravity started to change the layout for their job sprite palettes, meaning that old palettes in general will look like sh** because all the colors switched positions now. One thing that fixes this is getting the 3rd job fixed sprites from rAthena and some old palette files. AFAIK unless someone made some themselves there are currently no free palettes for the newer job sprite versions. If any of your sprites looks like this you might still be using the wrong version. Check older clients for the old sprites and the current kRO client for the new ones. always make sure the palettes fit the job sprite palette layout in your .act editor/grf editor -
To be fair I actually read the renewal part but thought it was meant to be for the SC_EDP part because its been around for so long. mistake on my part!
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Heya, after implementing Oliviers code for actually showing the ATK increase for ATK% I eventually figured out that "bonus bAtkRate" does nothing at all for me. I am currently implementing randomoptions and while trying out 3 different Falchions with 3 different ATK% roll I saw that every single one of them does not change my damage on monster or players at all. no matter if its +20% or +100% ATK. The Status Window actually updates the ATK number depending on the roll on the weapon thanks to Olivier but the actual damage dealt does not change. any reason why that is? and yes I know that pre-renewal usually uses bAllClass to increase the damage but I actually want bAtkRate to work. Had a look at the source to see if maybe renewal only but that doesn't seem to be the case. EDIT: So I looked at it again and made a TEMPORARY "fix" for my problem. I might have to look at it again later to see if what I did was just a bandaid on another problem. add this to battle.cpp at: static int64 battle_calc_base_damage | at the end before return damage; is being send. //Finally, add baseatk if(flag&4) damage += status->matk_min; else damage += status->batk; //added this) if (sd && sd->bonus.atk_rate) damage += damage * sd->bonus.atk_rate / 100; if (sd) battle_add_weapon_damage(sd, &damage, type); #ifdef RENEWAL if (flag&1) damage = (damage * 14) / 10; #endif return damage; } tested it and actually increases the damage. I'm too inexperienced with code to know if that should do the trick. If it happens to just be a % damage increase depending on the bonus% you get I might just rename the batkrate to "Final Damage +x%" and call it a day. if somebody has any other ideas I'd appreciate it
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WhiteEagle is correct. it doesnt matter which iteminfo you use it just wont fit the version you are running. you are better of using the default pre-renewal iteminfo and adding the renewal descriptions in as you add new items from renewal to the database.
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really? interesting because I remember since I removed enough buttons that the complete lower line was gone I had to edit the tga to make it shorter so it wouldnt look off
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It doesnt retract itself because its just another .tga file. you can edit it yourself to make it shorter depending on the amount of icons you are using, you can also change it to look completly different if you want to do that
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Done Setting up my fully working pre-renewal server
b1rbert replied to kaitogashi418's question in General Support
The only thing I ever did to get all the 4th jobs from re to pre-re was just copy and paste everything from the 4th jobs into my import skill.db file and made sure that they appear in the skilltree.yml. example: - Id: 5287 Name: SHC_SAVAGE_IMPACT Description: Savage Impact MaxLevel: 10 Type: Weapon TargetType: Attack DamageFlags: Splash: true Critical: true Range: 7 Hit: Multi_Hit HitCount: 3 Element: Weapon GiveAp: 2 SplashArea: - Level: 1 Area: 2 - Level: 2 Area: 2 - Level: 3 Area: 2 - Level: 4 Area: 2 - Level: 5 Area: 2 - Level: 6 Area: 3 - Level: 7 Area: 3 - Level: 8 Area: 3 - Level: 9 Area: 3 - Level: 10 Area: 3 CastCancel: true AfterCastActDelay: 300 Cooldown: 700 Requires: SpCost: - Level: 1 Amount: 45 - Level: 2 Amount: 48 - Level: 3 Amount: 51 - Level: 4 Amount: 54 - Level: 5 Amount: 57 - Level: 6 Amount: 60 - Level: 7 Amount: 63 - Level: 8 Amount: 66 - Level: 9 Amount: 69 - Level: 10 Amount: 72 Weapon: Katar: true put this at the bottom of your pre-renewal skill.db file and then make sure it shows up in the skilltree for example: assassin I removed the requirements for the skill so I can get it with @skillall and again make sure that you have the cliendside for the skill otherwise it will glitch out. Thats all you should have to do to get the skill working for your class. if its still not working after that it might have to do with the version of rAthena you are using and if the 4th job skills are in there or not. If that still doesnt fix it then I can't help you, sorry -
Done Setting up my fully working pre-renewal server
b1rbert replied to kaitogashi418's question in General Support
So the basic difference between pre-renewal and renewal is what stuff of the code and which databases the server uses and which not. you can copy past anything from renewal over to pre-renewal but you gotta make sure that you copy paste EVERYTHING it needs. If you use renewal Mobs you need to make sure that their defense is pre-renewal. The reason 3rd and 4th jobs are "locked out" of pre-renewal is because they are not in the Skill.db and Skilltree.db that Pre-renewal uses. you can copy and paste them into the import folder skilldb/skilltree and they should work fine. You also need to make sure that your clientside files have them. All of these need to have 3rd and 4th jobs for them to actually show up in your client. you can get these from IIChrisII translation project. If you want instances or npc/quests copied over, you need to make sure that all quests are in your pre-renewal database and also all monsters that the quest/dungeon/instance actually uses in your mob.db. A lot of skill changes in the source are just a difference between #ifdef RENEWAL or #ifndef RENEWAL to differenciate between when its used in renewal and when not. One of the bigger diffences for renewal and pre-renewal are the formulas for stats such as DEF and MDEF, ASPD and a few others. Fixed Cast time is also renewal only but you can activate it with a few changes to the source. TL'DR nothing is really "disabled" for renewal, its just not in there. a lot of Copy Pasta good luck!