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IsabelaFernandez

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Posts posted by IsabelaFernandez

  1. old formula:

            case TK_JUMPKICK:
                //Different damage formulas depending on damage trigger
                if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
                    skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
                else if (wd->miscflag) {
                    skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
                    if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
                        skillratio *= 2;
                }
                else
                    skillratio += -70 + 10 * skill_lv;
                break;

    new on rAthena:

            case TK_JUMPKICK:
                skillratio += -70 + 10*skill_lv;
                if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
                    skillratio += 10*status_get_lv(src)/3; //Tumble bonus
                if (wd.miscflag)
                {
                    skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
                    if( sc && sc->data[SC_SPURT] )  // Spurt bonus
                        skillratio *= 2;
                }
                break;

    1630892884_errorkick.thumb.png.a3cc72c6f9f4a49255bde022b1bbfb25.png

     

    I went to add the new formula because the old one was having conflict with the Sprint skill so I went to correct it. When recompiling this error appears

  2. 57 minutes ago, iraciz said:

    Your lines are not the same as latest rathena, that's why your damage formula is messed up in game.

    oh, I just check, this?

     

    case TK_JUMPKICK:
      skillratio += -70 + 10*skill_lv;
      if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
      skillratio += 10*status_get_lv(src)/3; //Tumble bonus
      if (wd.miscflag)
      {
      skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
      if( sc && sc->data[SC_SPURT] ) // Spurt bonus
      skillratio *= 2;
      }
      break;
  3. 4 hours ago, iraciz said:

    Can't reproduce your issue in latest revision
     

     

    Please go to the battle.c in your SCR and check your damage formula,  your line must be the same as below:

    
    		case TK_JUMPKICK:
    			//Different damage formulas depending on damage trigger
    			if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
    				skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
    			else if (wd->miscflag) {
    				skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
    				if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
    					skillratio *= 2;
    			}
    			else
    				skillratio += -70 + 10 * skill_lv;
    			break;

     

     

     

    exactly, yours is working as I always knew ... although I had edited the damage it wasn’t supposed to be reducing when using Sprint

            case TK_JUMPKICK:
                //Different damage formulas depending on damage trigger
                if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
                    skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
                else if (wd->miscflag) {
                    skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
                    if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
                        skillratio *= 2;
                }
                else
                    skillratio += 1800 + 50 * skill_lv;
                break;

  4. 2 minutes ago, M a p l e said:

    Thank you, but unfortunately I won't be able to open the server because of my financial costs because of this COVID-19 pandemic ?

     

    it is really difficult for all of us, but I have faith that this will soon end and everything will normalize ?

  5. 48 minutes ago, M a p l e said:

    At no time did I say that I did it, but the template is mine, because I paid to do it. ?

     

    I hope you change your mind and open your server ? . There are people who do not know how to interpret what is said. By the way your theme is beautiful ?

  6. I downloaded and came data.grf and rdata.grf but I realized that I removed rdata.grf from my DATA.INI. I would like to know the difference between 
    the two and whether it is necessary to run a private server.
    And the order, for example:
    0=mygrf.grf
    1=data.grf
    2=rdata.grf
    or rdata.grf before the data.grf?
  7. 43 minutes ago, iraciz said:

    El mime monkey eh?

    agregale la skill al mob_skill_db

    1585,Mime Monkey@MO_EXTREMITYFIST,chase,271,5,1000,2000,0,no,target,always,0,,,,,,,

    si quieres que pase un tiempo entre reuso de skill agregale el delay al cero antes del no en milisegundos

     

    Tambien puedes ver la estructura, no hace daño aprender un poco.

    // Structure of Database:
    // MobID,Dummy value (info only),State,SkillID,SkillLv,Rate,CastTime,Delay,Cancelable,Target,Condition type,Condition value,val1,val2,val3,val4,val5,Emotion,Chat

     
     
    the mob is not attacking alone, it is necessary to hit first to be attacked
  8. hello community, i'm looking for an event script similar to "run for your life" was a giant monkey that wore asura on all players and the last one to survive won. 
    does anyone know what it is or has any similar?

     

     

  9.  

    hello everyone, if possible, i wish someone could make a simple effect on the image of Asura. At the end of the Asura are Japanese letters (I think) I wish it was just the name Asura!

    asura.png.ab2a7e90219f3df35e04ab427f1543a4.png

     

    some similar to that

  10. 5 minutes ago, Kreustoo said:

    That system is mostly just giving you the number of different player connected, not who @IsabelaFernandez
    cust_StatPlayerIpDay: tells you how many player were connected at a specific day - ie the 31/01/20 you had 35 different players connected (without knowing who)
    cust_StatPlayerCo: tells you for each hour, how many player were connected - ie the 31/01/20 at 3:00 25 players were connected (without knowing who)

    Is that clearer :/?

     

    One I understood basically, it serves to know the maximum number of players reached in the day, ok. But does the other report the number of hours the player was online during the day? how do i know what time xx: xx amount of players reached?

  11. 13 minutes ago, Kreustoo said:

    @IsabelaFernandez You mean having exactly the id in another table to know who was connected? I mostly thought about it being just helping for stat. Like, knowing you usually have more player at 21h the friday than 21h the thursday (for event preparation) and watching the number of player (hopefully) growing. The problem is that it checks only the ip/gepard id, so you'd have to store exactly all the acc connected with the respective id/gid, it's doable. You'd like to have that possiblity what for?

     

     

    to be honest i still don't know exactly how your system works, could you explain it better? the purpose of me wanting to know the exact player ID is to find out which account is the most active on the server

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