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Maki

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Everything posted by Maki

  1. Source: http://forums.warppo...olution-update/ This thread is intended to be an informative post as well as a sneak-peak preview for Homunculus S evolution update. Keep in mind that this thread is created to give the community "something to look forward to". There is no ETA for this update. Homunculus Evolution Update How to Evolve Homunculus 1. In order to further evolve a homunculus, Genetic's homunculus must be Evolved(1st Evolution) and Level 99 or higher. 2. Visit NPC Biorel (Found in Lighthalzen, Genetic Lab) to start the Homunculus S quest. 3. In order to evolve(2nd Evolution) the homunculus, Genetic must talk to NPC Biorel to turn his or her homunculus into an [Embryo]. 4. Talk to NPC Biorel again to change the [Embryo] into [strange Embryo]. In this state, Skill: [Call Homunculus] will not work. 5. Through the quest, a homunculus can be turned into one of five types of Homunculus S. 6. Genetics will be given an option to pay zeny in order evolve their homunculus to a specific type. If the player does not pay the required amount of zeny, one of five types will be chosen at random. If a homunculus meets the Homunculus 2nd Evolution requirement, it will be eligible to be evolved into any type of homunculus. Homunculus S will retain pre-learned abilities and learn new Homunculus S abilities. 1st Evolution Homunculus will have its level cap raised to 150. In order to level past 99, the homunculus must at least be at 'Loyal' status. In this case, only the homunculus' Skill Points and Stats will be increased. As with 1st Evolution, 2nd Evolution (Homunculus S) will result in change in Homunculus' Stats. Genetic will be given a chance to re-name his or her homunculus after 2nd evolution. Homunculus S Level-up and Skill Points Evolved Homunculus will be able to level up to 150, and it will acquire 1 Skill Point for every 2 Levels, (ie. Level 101 = 1 Skill point, Level 103 = 1 Skill point, etc) up to a maximum of 25. Homunculus S will learn new abilities when it reaches a certain level, at which point players have the option of spending Homunculus Skill Points on the skill. Homunculus S will retain its intimacy. Homunculus: Eira Homunculus: Bayeri Homunculus: Sera Homunculus: Eleanor Homunculus: Dieter In-game Sprites GodLesZ Thank for the informations. Maybe a bit early, but we should implement this extension realy unindepend. I should keep in mind that gravity maybe adds some evolution steps in the future and if so we should only add them in a new config and our implementation should handle this. Shouldnt be to hard to implement a infinite evolution chain on every homunculus.
  2. http://ro.doddlercon.com/wiki/index.php?title=Renewal_Overview http://ro.doddlercon.com/wiki/index.php?title=Renewal_Changes http://ro.doddlercon.com/wiki/index.php?title=Renewal_Skill_Changes http://ro.doddlercon.com/wiki/index.php?title=3rd_Classes Monster spawn changes (dont know if up2date)
  3. jTynne Random addendums from the iRO forum, just in case they're not covered in the links above:
  4. JakeRed Actually the new formula from kRO allows to train faster once you reborn at least. Getting 193 ASPD is kinda hard into iRO servers, but i found it quite easy to do it on kRO, because we can reduce the fixed weapon penalty with AGI, and that's a big plus on this new formula, but i still unable to have a correct formula, so i prefer to use the iRO formula for now.
  5. Ind Added this in r65
  6. JakeRed I also vote for iRO mechanics easier to figurate out how does it works the renewal mechanics. I love these signatures.
  7. Ind Being we have more precise info on how the iRO one works I vote for us to use the iRO one for now
  8. JakeRed I was playing for a while in fRO, and they uses the same mechanics as iRO, also someone from philipines confirmed to me the same applies to pRO, jRO also uses the same mechanics as iRO, only kRO has this mechanics until now.
  9. SunDeath Doesn't look like iRO is planning on changing it anytime soon so... Guess we'll just have to pick for now and see if they ever change it.
  10. Maki

    Training Grounds

    jTynne http://eathena-proje...vice/novice.txt
  11. Maki

    Training Grounds

    SunDeath Well, they are part of it xD the debug that is, due to convenient placing xD And, I'm the one that brought it up For the error, it's a bunch of the same with slight differences so I'll just post 1 image:
  12. Maki

    Training Grounds

    SunDeath not sure, they are the only ones i check tho Oh and, those debug mount testers, they crash me regardless of the fix. (probably because I dont have the sprite for some weird awkward reason) this is all using the 2011 client (2011-06-22)
  13. Maki

    Training Grounds

    Ind hum O_O is this issue exclusive to the dialogs from the new training grounds?
  14. Maki

    Training Grounds

    SunDeath Ran into a small problem here :/ Whenever I reloadscript or restart the server the text lines seem to mess up, causing weird line breaks
  15. Maki

    Training Grounds

    Ind imo you should fix. There you go: trac.ro-resources.net/changeset/55
  16. Maki

    Training Grounds

    SunDeath Ind, are we going for absolute duplicate or should I fix certain errors they made in the text? For example: The following piece of code has minor spelling / grammar errors (mainly oddly placed characters) Every thing below is taken AS IS from iRO. Every single mistake, missing space, extra period, EVERYTHING. And this is just the first NPC they make you meet... I've triple checked this NPC, every error is in it and all of the text is in it, included colors.
  17. Maki

    Training Grounds

    SunDeath Thats probably how iRO has it yes, the way you describe it, and the 'code' pasted looks similiar to iRO's behaviour. How would you do it at a menu though? I mean, a menu is basically an option, a next button and a close (cancel) button.. It would seem kinda mean to have it like this: - activate script - get to a menu - afk for a while - select menu option - redo from start due to idle time Of course, if they do it on purpose I couldn't care less, but if they had to do something real quick will make me feel sorry for them then again, it's impossible to check that
  18. Maki

    Training Grounds

    Ind It's possible, I for example thought on having a timer func be run after every npc iteration (next/menu/whatever) in which it'd check the time elapsed since last iteration, and if longer than allowed it'd play a clif_scriptclose on that player, which according to documentation removes the next button (if available) and adds a close button /// Client behavior: /// - if dialog window is open: /// - remove 'next' button /// - add 'close' button /// - else: /// - enable mouse targeting /// - close the dialog window /// - close the menu window /// When 'close' is pressed: /// - enable mouse targeting /// - close the dialog window /// - close the menu window /// - S 0146 <npcid of dialog window>.L int clif_scriptclose(struct map_session_data *sd, int npcid)
  19. Maki

    Training Grounds

    GodLesZ Okay i got it, thank you ^^ Sounds like a nice modification preventing the script from idle. I will take a look @ some packet tests
  20. Maki

    Training Grounds

    SunDeath with the exploit I was more referring to the fact that some scripters (mostly new ones) script a npc something like this: next; mes "[ NPC ]"; mes "Here, take an apple"; getitem 512,1; next; mes "[ NPC ]"; mes "come back in an hour"; set applegained,1; -eA's help for hour tick- (I know, I'm lame, forgot the script...lol) close; With this above "script" (lol...) if you idle long enough on the next after getting an apple, you can get infinite apples without waiting one hour. ( it's a lame example, don't hate me D: ) Thank you, but it's actually iRO that made it All I did was read the text, watch the NPC's actions and script it accordingly
  21. Maki

    Training Grounds

    GodLesZ I never tested such a thing, but maybe they simply send the packet for the close-button after a idle time. Even if i dont which exploit could be avoided using this, it dosnt sounds to be impossible. Btw, +1 for your script, nice work!
  22. Maki

    Training Grounds

    Ind +1, it'll be awesome. IMO thats quite neurotic of them (and dull. instead of fixing the problem they create something to increase latency and avoid the problem), but we could provide such as a optional security measure.
  23. Maki

    Training Grounds

    SunDeath Instead of placing them all in inside "novice.txt" which would make the file way to big, I've added a new file for the iRO one. npc/jobs/novice/novice.txt -> eA / kRO official Training Ground npc/jobs/novice/novice_iRO.txt -> iRO official Training Ground [will be enabled by default because of its superiority] I will NOT add it to the svn until Ive tested, compared and double checked EVERY possible situation at EVERY npc. Also, iRO uses a weird system I have no idea how they do it. It must be a source edit because it would be too much of a pain, even for them, to add it to every npc. If you idle for too long (unknown exactly how long) the "next" button will change to a "close" button. All of their npcs (as far as I know) are scripted in a way this will not cause any exploits. If a script does open up an exploit using that system, you know you need to script it better.
  24. Maki

    Training Grounds

    jTynne Honestly, this is brilliant. The iRO training grounds covers *so* much more than the kRO / default eA training grounds. I'm for its inclusion. If people wish to use the "old" training grounds, they can simply load in said NPCs. Besides, Sprakki ties in with Eden Group. It'd not make 100% sense to not have her in the training grounds.
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