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Everything posted by Cydh
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11, for me, it sounds like "if u use this item, it will trigger delay time before consume same item", lol, sounds like item_delay.txt or "when u use this item, the effect of the item will be worked after x time, not instantly worked". yeah sounds strange like that for me.
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Sir, report sir. That's mine.
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@Dynasty, hmm, only if someone want to start open a git for 'another' translated client project. xD
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wut? I'm a bit confused read it. Did u mean "why don't rAthena open a git for client item data?"? @Ziu, what a price. left is guns and right is ammos?
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they were on secret mission under December Digest.
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if someone make the pull request for it, I'll merge it. I approve this suggestion.
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Implemented by @Lighta, 28ecab5 and other conversation will be here
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Updated calculation for Max HP/SP, Max level cap, and parameters!
Cydh replied to Cydh's topic in Development News
The calculation without floor, the result is 522.75, seems like the value is ceil'ed so becomes 523. I only following the iRO pseudo code. Must we change the floor to ceil or use 'tricky' round for this SP? EDIT: 6e9796b Now same? -
@nanakiwurtz, here @Wolf, I'll go there
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Updated calculation for Max HP/SP, Max level cap, and parameters!
Cydh replied to Cydh's topic in Development News
Cursed Arrow. :v -
Updated calculation for Max HP/SP, Max level cap, and parameters!
Cydh replied to Cydh's topic in Development News
yeah, missing 1 SP. lol. idk why. still need more comparison pics. xD and other annoying things from that pics, u will see the atk (and some stat) calc aren't match -
Updated calculation for Max HP/SP, Max level cap, and parameters!
Cydh replied to Cydh's topic in Development News
thank you, commit aa66cdc -
commit: 96443cd What's news? Renamed job_maxhpsp_db to db/re/job_basehpsp_db.txt and db/pre-re/job_basehpsp_db.txt also added new values according to the base HP/SP calculation. Updated the Max HP/SP calculation. Changed Max Level for 3rd classes become 175/60. Changed Max Parameters for 3rd classes from 125 to 130. Changed Max Parameters for Baby 3rd Classes from 107 to 118. Oboro/Kagerou and Rebellion, are 160/50 and max param is still 125 Added and separated configs on conf/player.conf, becomes: max_parameter, max_trans_parameter, max_third_parameter, max_third_trans_parameter, max_baby_parameter, max_baby_third_parameter, max_extended_parameter, Added new db file db/re/job_param_db.txt and db/pre-re/job_param_db.txt, which allow you to modify the max param for each job HP_SP_TABLES on src/config/core.h is disabled by default References: http://irowiki.org/wiki/Max_HP http://irowiki.org/wiki/Max_SP http://irowiki.org/classic/Max_HP http://irowiki.org/classic/Max_SP http://forums.irowiki.org/showpost.php?p=1344057&postcount=217 NOTES: Still need official value to add bonus status for 3rd classes from Job Level 50 to 60 Still need official value for total status point from Base Level up to 175 also the EXP values I hope the calculations results are closer with Max HP/SP values with official servers Results: rA: idRO: rA: idRO: rA: kRO (Ziu's): If you mind to make some noise, try put your comparison pic between rA and official char. So we will know which part that aren't working. Not only for players, maybe mob, homun, elemental, or mercenary (, etc). When it's buffed or not. Thank you all
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not sure u just read the Ziu's post or u open the URLs that Ziu gave.
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mrdiablo post on that iRO forum, there are missing added items from March to June. And those 'missing items' are exist on Ziu's idnum2descnametable.txt and idnum2displaynametable on his post Descripciones/Articulos Solo kRO too many items
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https://sourceforge.net/p/rathena/svn/17310/
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Official Item Package commit: 51074a0 First, I don't understand why these package aren't implemented although rA has item group for long time (and beat me, no one mention about this?) Finally after doing 'stupid' manual parsing from Aegis ItemPackage database, I make other 'stupid' things: New script command: getgroupitem <itemgroup_id>; Modified IG_ structure for item_group database files: GroupID,ItemID,Rate{,Amount,Random,isAnnounced,Duration,isNamed,isBound} Added db file: db/re/item_package_db.txt Added doc file of explanation of how to use getgroupitem script and Item group database files: doc/item_group.txt Modified 2 script commands, see the explanation later. Basically, some item on IG group doesn't need to give player random and 'must' item, which can be done by getitem or rentitem script. Like or not, some items must has the player's name when it comes out from the box! Actually it can be done if I modify the getitem and rentitem, add an optional param as 'flag' for some items. But, the first optional param for getitem and rentitem is being used for 'char_id'. So I skip this idea and use getgroupitem script although the item that player will get only 1. Also, you will notice that some IG_ aren't used for certain items, I put comment /*getitemgroup();*/ getitem/rentitem ...; I made some as comment, because maybe one day user needs to add some random item from those IGs instead by using getitem/rentitem script. Then, what are the purpose new params for item group? Actually you can read some, here doc/item_group.txt I keep the IG format, to make the previous and new item group database (on db/re/item_package.txt) can be used by getrandgroupitem and getgroupitem script. Example, for IG_BlueBox although it doesn't have Amount, Random, isAnnounced, Duration, isNamed, isBound values, you still can use it by getgroupitem(IG_BlueBox); The item amount is adjusted to 1 (by default, not defined or 0 will be 1). But when you give the value for those IG data, maybe you can make player get 5 Oridecon from Old Blue Box, 10 Red Potion, etc. And for IGs from db/re/item_package.txt, you can use it by getrandgroupitem <group>,<quantity>{,sub_group}; too. Example, getrandgroupitem IG_Special_Box,1; Doesn't matter the amount that written at item_package.txt, player only will get 1 random item from random group 1. If you make it as getrandgroupitem IG_Special_Box,0; The amount is based on the 'amount' field. But those above, (I make) the getrandgroupitem ignores the rest fields (isAnnounced, Duration, isNamed, isBound), just like it used to be. Hmm.... So, it doesn't ignore the 'random' field? yes! Because with that commit, I modified 2 scripts: groupranditem group_num; to groupranditem <group_num>{,<sub_group>}; getrandgroupitem <group_id>,<quantity> to getrandgroupitem <group_id>,<quantity>{,<sub_group>} If you try to use getrandgroupitem for new item group structure which has 'Random' group field (the value between 0~5), without you give the 'sub_group' param, it always gives player the item with 'Random' group 1 (default). So you can decide which random group you want to pick. Example, look at IG_Low_Coin_Pocket, it has 4 random groups IG_Low_Coin_Pocket,Malang_Sp_Can,600,1,1,0,0,0 IG_Low_Coin_Pocket,Sapa_Feat_Cert,300,1,1,0,0,0 IG_Low_Coin_Pocket,Cgrade_Coin,100,1,1,0,0,0 IG_Low_Coin_Pocket,Malang_Sp_Can,600,1,2,0,0,0 IG_Low_Coin_Pocket,Mora_Coin,200,1,2,0,0,0 IG_Low_Coin_Pocket,Dgrade_Coin,200,1,2,0,0,0 IG_Low_Coin_Pocket,Malang_Sp_Can,500,1,3,0,0,0 IG_Low_Coin_Pocket,Manuk_Coin,300,1,3,0,0,0 IG_Low_Coin_Pocket,Egrade_Coin,200,1,3,0,0,0 IG_Low_Coin_Pocket,Malang_Sp_Can,500,1,4,0,0,0 IG_Low_Coin_Pocket,Splendide_Coin,300,1,4,0,0,0 IG_Low_Coin_Pocket,Egrade_Coin,200,1,4,0,0,0 If you use getrandgroupitem IG_Low_Coin_Pocket,x; the item that will appears only: Malang_Sp_Can, Sapa_Feat_Cert, or Cgrade_Coin. And if any item with group 0, it will be put into random group 1 (beside it has 'must' item) if you put the 'Rate' is more than 0. Like at this invalid bug report bugreport:8385, the player always get 2 items instead 1, why? He modified the original to IG_Pet_Egg_Scroll_Box1,Pet_Egg_Scroll1,100,1,0,0,0,1 Which makes the must item Pet_Egg_Scroll1 also as random item (random item with 100 probabilities without other rival, always be obtained). The players always get 2 items. Well, I think this is enough, I hope you all confuse! Thank you all
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If u see the item effect and it's not implemented on rA yet, you can make a pull request for it. Doesn't matter if it's old item.
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only this that what I can say if u're using rA, c88b77f
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I was playing with ur suggestion, lol, I got memleak. I broke it somewhere. well, since u're the suggesting it, like or not, I force u to test this. the stock will be shown when u open the buylist. NOTE: I tried to make it 'restockable', but it only helped me to make good cycle. newshops-expandwithstock.diff
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getgroupitem(group_id) commit: 51074a0 Gives item(s) to the attached player based on item group's contents. This is not working like 'getrandgroupitem' which only give 1 item for specified item group. Can use const data for 'group_id', see db/const.txt at 'Item Group ID' section The item(s) that will be gained depends on the probability and random group for each item group, see db/[pre-]re/item_group_db.txt for available item group. More info, about this script command and new item group structure, please read doc/item_group.txt updated 'grouprandomitem' commit: 51074a0 Added 1 optional param 'sub_group' to support new item group structure. groupranditem(group_num{,sub_group}) updated 'getrandgroupitem' commit: 51074a0 Added 1 optional param 'sub_group' to support new item group structure. getrandgroupitem(group_id{,quantity{,sub_group}})
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That's the main idea, I just try to provide this feature more interesting, configurable, & flexible.How rA users to use it, it depends on everyone's wise. For me, I don't want to stuck at a rigid config. look the fact, this is open source project, but some servers run it for gain money (even the devs/project didn't get any benefit from it) and some for fun server (no donation? no paid stuff). ehh, I think @Lighta will start this suggestion.
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weapon vs armor, fixed in 74740b4