Jump to content

Lilith

Members
  • Posts

    407
  • Joined

  • Last visited

  • Days Won

    11

Posts posted by Lilith

  1. 5481,Hermose_Cap,Hermode Cap,5,20,,1000,,1,,1,0xFFFFFFFF,63,2,256,,1,1,478,{ bonus bAspdRate,10; bonus bBaseAtk,-20; bonus bMatkRate,-10; },{},{}

     

    replace with this:

     

    5481,Hermose_Cap,Hermode Cap,5,20,,1000,,1,,1,0xFFFFFFFF,63,2,256,,1,1,478,{},{ bonus bAspdRate,10; bonus bBaseAtk,-20; bonus bMatkRate,-10; },{}

     

    this topic must be in DB support...

  2. 10000 = 100% дальше высчитывай )

    а вообще описание механики реньювал можешь почитать в файле src\config\renewal.h и там же заслешить то, что не нужно.

     

    зум в игре меняется хексом exe. можешь скачать diff патчер и продиффать свой ехе с нужными тебе параметрами

  3. В самом файле в шапке есть структура:

     

     

    // Structure of Database :

    // ID,Sprite_Name,kROName,iROName,LV,HP,SP,EXP,JEXP,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK,Range2,Range3,Scale,Race,Element,Mode,Speed,aDelay,aMotion,dMotion,MEXP,MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per,Drop1id,Drop1per,Drop2id,Drop2per,Drop3id,Drop3per,Drop4id,Drop4per,Drop5id,Drop5per,Drop6id,Drop6per,Drop7id,Drop7per,Drop8id,Drop8per,Drop9id,Drop9per,DropCardid,DropCardper

     

    Тебе нужно именно это:

     

     

     

    Drop1id,Drop1per,Drop2id,Drop2per,Drop3id,Drop3per,Drop4id,Drop4per,Drop5id,Drop5per,Drop6id,Drop6per,Drop7id,Drop7per,Drop8id,Drop8per,Drop9id,Drop9per,DropCardid,DropCardper

     

    то есть: предмет, шансы выпадения, предмет, шанс выпадения.... ищешь ненужные ID и ставишь нужные ID.

     

    [offtop]ник больно знакомый. откуда ты ? [/offtop]

    • Upvote 1
  4. Спасибо. А теперь ещё бы не по каждому отдельному файлу компилировать, а по целой папке ( включая подпапки ). Ну и желательно компиляция + де-компиляция 2в1 было  :)

    • Upvote 1
  5. Added AEGIS 'CLASS_' enum (dae8122, 8120164) contains updates in item bonuses.

    • Item bonuses 'bAddDefClass' and 'bAddMdefClass' replaced by 'bAddDefMonster' and 'bAddMdefMonster'.
    • Item bonuses 'bIgnoreMdefRate' and 'bIgnoreDefRate' replaced by 'bIgnoreMdefRaceRate' and 'bIgnoreDefRaceRate'.
    • Added new item bonuses: bIgnoreDefClass, bDefRatioAtkClass, bAddClass, bSubClass, bMagicAddClass, bWeaponComaClass, bHpDrainValueClass, bSpDrainValueClass, bIgnoreMdefClassRate.

     

    All monsters separated on Class_, like in AEGIS:

    • Class_Normal - all normal monsters
    • Class_Boss - all boss monsters
    • Class_Guardian - all Guardian type monsters (in gvg map)

     

    For example, we use now '{ bonus2 bAddClass,Class_Normal,10; }' instead of '{ bonus2 bAddRace,RC_NonBoss,10; }' in item bonus filed. This bonus will not affect on Guardians, only on Normal class.

    Also was added new constants:

    • RC_ALL (RC_All) - Immediately to indicate all races.
    • CLASS_ALL (Class_All) - Immediately to indicate all classes.
    • ELE_ALL (Ele_All) -  Immediately to indicate all elements.
    • SZ_ALL (Size_All) - Immediately to indicate all sizes.

    For example,

    { bonus2 bAddSize,Size_All,40; }

    instead of

    { bonus2 bAddSize,Size_Small,40; bonus2 bAddSize,Size_Medium,40; bonus2 bAddSize,Size_Large,40; }

    New lines in doc/item_bonus.txt

    bonus bIgnoreDefClass,n;		Disregard DEF against enemies of class n
    									n: 	Class_Normal, Class_Boss, Class_Guardian
    bonus bDefRatioAtkClass,n;		Does more damage depending on monster Defense against class n (defense disregard)
    			
    bonus2 bIgnoreDefRaceRate,n,x;	Disregard x% of the target's DEF if the target belongs to race n	
    									n: 	RC_Formless, RC_Undead, RC_Brute, RC_Plant, RC_Insect, RC_Fish, RC_Demon, RC_DemiHuman, RC_Angel, RC_Dragon, RC_All
    bonus2 bAddClass,n,x;			+x% physical damage against class n
    									n: 	Class_Normal, Class_Boss, Class_Guardian
    bonus2 bSubClass,n,x;			+x% damage reduction against class n
    									n: 	Class_Normal, Class_Boss, Class_Guardian
    bonus2 bMagicAddClass,n,x;		+x% magical damage against class n
    									n: 	Class_Normal, Class_Boss, Class_Guardian
    bonus2 bWeaponComaClass,n,y;	y/100% chance to cause Coma when attacking a monster of class x with a normal attack
    									n: 	Class_Normal, Class_Boss, Class_Guardian
    bonus2 bHpDrainValueClass,n,x;		Heals +x HP when attacking a monster of class n with normal attack.
    										n: 	Class_Normal, Class_Boss, Class_Guardian
    bonus2 bSpDrainValueClass,n,x;		Heals +x SP when attacking a monster of class n with normal attack.
    										n: 	Class_Normal, Class_Boss, Class_Guardian
    bonus2 bIgnoreMdefClassRate,n,x;	Disregard x% of the target's MDEF if the target belongs to class n
    										n: 	Class_Normal, Class_Boss, Class_Guardian
    
    
    • Upvote 2
  6. I think there is no big deal, it does not take much time. Because even if u don't know how to write a bonus on any item, u can put in his place /* TODO */.Someone just laziness /meh

    I started a few files.

    • Upvote 1
×
×
  • Create New...