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lllaaazzz

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Everything posted by lllaaazzz

  1. Hey im just gonna answer you here I looked at these formulas for days and couldnt find anything specific for players, only things for homs and monsters... so that made me assume that were going off more "strict" values that are much harder to adjust. . . but i did this in status.c look for this void status_calc_misc(struct block_list *bl, struct status_data *st, int level) { nullpo_retv(bl); nullpo_retv(st); //Non players get the value set, players need to stack with previous bonuses. if ( bl->type != BL_PC ) st->batk = st->hit = st->flee = st->def2 = st->mdef2 = st->cri = st->flee2 = 0; (notice how bl->type != [does not equal to] BL_PC (PLAYER) ) is blank, that means mobs dont get atk bonus from str incase you wanted to add that all i did was add if ( bl->type == BL_PC ) st->batk = st->str * 150; right underneath so it looks like this now : void status_calc_misc(struct block_list *bl, struct status_data *st, int level) { nullpo_retv(bl); nullpo_retv(st); //Non players get the value set, players need to stack with previous bonuses. if ( bl->type != BL_PC ) st->batk = st->hit = st->flee = st->def2 = st->mdef2 = st->cri = st->flee2 = 0; if ( bl->type == BL_PC ) st->batk = st->str * 150; #ifdef RENEWAL // renewal formulas if ( bl->type == BL_HOM ) { And my ATK spiked like crazy, im willing to bet money that it wont hurt your game besides maybe a few skills that use str in the formulas like beast strafing Id love for someone to correct me though
  2. I thought there was a way to manually edit shadows in paint but i dont really wanna watch 10 tutorial videos to find that this guy mentions editting shadows in paint but i may be wrong
  3. Holy shit your gonna give her a heart attack
  4. its cause they over lap in the same area if you do @spawn zombie 50 they will always spawn in a 10x10around you but they will start overlapping even if cells are full Oh, moving? not too sure
  5. Yeah that what sensei334 is trying to say, its like this too ragnarok max zeny on hand = 2,147,483,647 maplestory max meso on hand = 2,147,483,647
  6. I had a similar problem that i couldnt fix myself, but when i used the "SAVE ADVANCED" feature in ACT EDITOR and filled that all in , that sent it to my DATA folder ( pretty sure i just draged it into my grf after) all my problems went away. I cant explain this because my original work was all linked properly and no extras files or images compared to before... its weird.
  7. it sounds like you managed the skilltreeview.lub part in your grf, right? Make sure your skillinfo.lub is updated too. go to your emulator > db > skill_tree.conf if this isnt properly edited you wont be able to add skill points to your skills even though they are in your ALT+S skill tree, this is where you do requirements too. Dont get this confused with skill_db You can PM me if i dont reply and you need it
  8. go to your status.c find these status->dbs->IconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; status->dbs->IconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90; then go to pc.h find these #define pc_is50overweight(sd) ( (sd)->weight*100 >= (sd)->max_weight*battle->bc->natural_heal_weight_rate ) #define pc_is90overweight(sd) ( (sd)->weight*10 >= (sd)->max_weight*9 ) Please do the rest
  9. I also had problems finding a good client + diffing it on windows 10, Im using 2015-10-29a . . this is pretty plain jane but i have custom skills, custom homunculus, and a bunch of other custom things that ARENT and WERENT check marked on the nemo dif patcher that i had to use ( also chat filter is gone so you can spam @reloadscripts a million times) edit : Now that i think about it, i had the exact same problem , try using my client, if you need something older thats up to you lol 2015-10-29aRagexeRE_patched.exe also make sure your changing this in your mmo.h #ifndef PACKETVER #define PACKETVER 20151029 #endif // PACKETVER
  10. BACK BACK BACK IT UP BACK BACK BACKBACK BACK IT UP !! sorry i have no idea
  11. 1)Its whatever client you picked, if you asked me what would happen if you chose a 20 yr old client and ran it with today rathena you would probably be missing a bunch of textures and models , errors and errors. But episode really shouldnt matter if you know what your doing or what you plan on doing? 2)Yeah im working on a "pre-renewal" server but still using all my third job stuff 3)browedit for maps, act editor for everything that isnt part of the map, grf editor for your grf those are my main tools but i use things like GatWalker(its in RMS tools) to help me build my minimaps and unbollox to help me find things in my GRF (unbollox translates korean to english really helpful), I use SPR_Conviewer to unpack sprites, Notepad ++ , Winrar and photoshop. . . . 4)Yep, you need to add your stuff to your GRF, then in the ENGLISH grf you need to give your stuff names and ids for rathena to pull and react to, this is the worst step because youll find yourself sitting in visual studio watching your thing recompile 100 times just to try and get something right, and you dont let yourself over do it cause you dont wanna make a mistake... god i hate this part
  12. pretty sure it means that if its 20% fixed , only 80% of the cast time is effected by DEX so like : if you had 150 dex and you look at Meteor Storm its 15 seconds cast time variable and its fixed is 2.5 sec you would still need the 20ish% of 15 which is 3ish So im assuming that if you set your conf to default, itll look at all your skills given cast times, and do this (cast time * 0.20) , that will be your fixed cast time This is what your asking right? (ive only used real insta cast maybe once in my life so bless me) last example: (in your skill.db) SKILL_FIREBALLSTORM CASTIME: 10000 (10 seconds) we take that 10 and multiply it by whatever your fixed rate(0.20 we add the 0. cause its basic math) is and thatll leave you with what your skill is gonna cast like when you got insta cast
  13. Yes and you even can MORE ATK every 10 levels of str, so you could be potentially wasting status points by getting your str to 104 rather then 100. thats a bunch of free VIT
  14. Yeah thanks i had the exact problem Ive made a couple maps and i let this pass as a graphics card error and thatll itll only be my problem, but after making one of my larger maps, this clipping problem started occuring EVERYWHERE on the LOWER altitude areas of my map, i thought maybe i could just lift it all but of course it wasnt gonna be that easy... anyways thanks for this lmao
  15. i noticed all my scripting stuff (Sorry lol) was in my sql example: all my teleport quest marks all my quest marks set #tutorial_air1,0; set #tutorial_air2,0; set #tutorial_air3,0; set #alberta_plat,0; set #payon_plat,0; set #paycamp_plat,0; set #paydunmid_plat,0; INSERT INTO `acc_reg_num_db` (`account_id`, `key`, `index`, `value`) VALUES (2000003, '#freebie_quest', 0, 1), (2000003, '#still_noob', 0, 1), (2000003, '#not_noob', 0, 1), (2000003, '#tutorial_air', 0, 1), (2000003, '#alberta_gate', 0, 1), (2000003, '#payon_intro', 0, 2), (2000003, '#payoncat', 0, 2), (2000003, '#payonfarmer', 0, 2), (2000003, '#tutorial_air5', 0, 2), (2000003, '#payoncat1', 0, 1), (2000003, '#payoncook', 0, 1); I didnt fill that in myself, so im pretty sure itll just readd everything the next time i launch my server? Any heads up regarding setting up sql after a back up? (I dont really wanna fuck with third party stuff unless i have to and they said i probably would since my sql back up is too large)
  16. is that your mini map? should be indexed 8mb not rgb otherwise i d k
  17. well if its just your src why dont you just replace those 2 files with whats in the github?
  18. its cause u picked a shitty client something went wrong while diffing or the client is just crapp (i actually dont know whats wrong i just know to keep trying new ones) i recommend 2015-10-29a . . .
  19. Yeah its possible, there isnt any barriers or walls with the src, just really bad lines of code lol maybe ignorant but ive seen some pretty awful things that aim at crippling creativity in the src
  20. i thought it worked but maybe just imaging it . . . if your db range is 2 (not exactly sure what -2 range does) and you get targeted you can run more then 8 cells away and still be hit but if you run outside map range it fails any easy way to make it so if im not still range 2 it fails Nevermind, ill just make them all insta cast int skill_get_range2(struct block_list *bl, int skill_id, int skill_lv) { int range; struct map_session_data *sd = BL_CAST(BL_PC, bl); if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) return 9; //Mobs have a range of 9 regardless of skill used.
  21. its possible , but i dont think theres a 1 word command to spawn a clone and would require a bit of work Someone here knows a script for sure though
  22. Its because its not a status you can often find passives in your battle.c and stuff go to Skill.c if (sd && skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) { int radius_lv = pc->checkskill(sd, WL_RADIUS); if (radius_lv) fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + radius_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % }
  23. you can probably do it on any client but just do what he says
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