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Seravy

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Everything posted by Seravy

  1. This is for allowing that when soul linked. Remove the line that has SC_SPIRIT if you want it to always work. // Gank if(dstmd && sd->status.weapon != W_BOW && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) { if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL))) clif_skill_nodamage(src,bl,TF_STEAL,skill,1); else clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0); } // Rogue Spirit enables Gank to steal coin if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE) if (dstmd && sd->status.weapon != W_BOW && (skill = pc_checkskill(sd, RG_SNATCHER)) > 0 && (skill * 15 + 55) + pc_checkskill(sd, RG_STEALCOIN) * 10 > rnd() % 1000) { if (pc_steal_coin(sd, bl)) clif_skill_nodamage(src, bl, RG_STEALCOIN, skill, 1); else clif_skill_fail(sd, RG_SNATCHER, USESKILL_FAIL_LEVEL, 0); }
  2. After some digging in the code I found that monster's renewal soft MDEF is calculated as (INT + LEVEL)/4. Is that correct? It seems weird to me when players have (INT) + (LEVEL/4)+ more stuff instead so basically INT has only 1/4 of the effect on mobs (or anything that's not a PC, actually isn't that really bad for homunculus too?). I tried searching the net but found no information on this whatsoever. This huge difference seems to be only for mdef - def is calculated as VIT/2 for both players and monsters, the only difference there is the players getting an additional AGI/5 and monsters do not. Without access to official information I can't help but suspect this might be a misplaced parenthesis issue, so I'd like someone to confirm the official formula does use INT/4 and not INT. Basically, the player's formula has (status->int_ + ((float)level / 4) while everything else has ((float)(status->int_ + level) / 4) and I find that odd. Edit : found more problems, so posted here : https://github.com/rathena/rathena/issues/4185
  3. Not entirely sure what you mean by that, can you explain? Added Soul Linker. Also merged the latest Rathena changes. Eswoo, Eske and Kaite will not be used by the AI, as they are very niche skills you usually don't need at all and come with major risks if misused. The AI is aware of the element from Mild Wind when using Esma.
  4. Added the Taekwon class skills. Sprint will only be used to activate the Spurt status. There is almost never a need to move a large distance in a straight line for the AI. Leap will not be used. Going to the other side of an obstacle will only break the party up. Stances will always be kept active. The corresponding moves will be used when triggered. Tumbling will be kept active as well. I don't see any downsides for having these active. Flying Kick will be used only in tanking mode if the target is still at a distance. Taekwon characters won't complain for having no weapon or shield equipped. Mild Wind is used in the same way Endows are. For the time being, the AI will not attempt to overwrite a "bad" endow using it until the existing one expires. It might be worth considering the possibility of allowing that in the future. Star Gladiator is ready as well. The class actually doesn't have that many active skills. Heat will be used when attacking a Boss monster only. Protections will be used always when it's the correct map. Union will be used only if a priest (or anyone with level 4 ressurrection) is available in a party because the hp cost makes it a potential suicide move otherwise. And that's pretty much all the active skills the class had. The AI obviously won't designate monsters or maps, that's left for the player to do.
  5. While my overall goals are different, it seems as far as fixing Renewal mistakes go, it's the same as yours. Not sure if it's any help but this is my server side repository : https://github.com/SeravySensei/rathena https://github.com/SeravySensei/rathena/commits/master My plan is to make a single player server people can download and play on their own computer easily, one that offers balanced and enjoyable PvM gameplay, and server side AI allowing players to still play in parties despite having no actual human players to party with. I expect it'll take a year to dig through all the items, scripts, classes, skills, etc and fix them all but I am making good progress.
  6. Yeah I'm okay with some higher level monsters if there aren't many but there are exceptions. The map where Myst appears is one example, it's pretty time consuming and annoying to get there and the level difference is just ridiculous (80 something vs 40 something). In general if it's hard to reach, far, and it's the only place to hunt that specific monster it's better without high levels in my opinion. Cramps are also very fast and similar to Taoru, if you aren't expecting one you can die before even using the Fly Wings. (Ironically Mimics seem to be lower level than the other monsters on the maps in most cases nowadays - that's kinda sad.) I think if a strong monster is desired, the "champion mobs" should be used for that purpose, if necessary, give them better stats. I rather die on the Myst map to a Furious Myst than a Cramp. Personally for me it felt that monsters have much less hit points and are generally easier to kill in Renewal, while they also don't do too much damage, at least on the lower (1-70) levels. I don't think I have seen the level affect my damage output, although it obviously affects hit rate because HIT and FLEE increases by 1 for each level - not entirely sure but I think that was the same in pre-renewal? Overall it's a bit hard to judge the damage because I played pre-renewal over 8 years ago, but it felt reasonable. You can still use an upgraded weapon with cards to do more damage, that's unchanged, but I was doing fine even with some very basic weapons. Like always, if missing is an issue, you can fix that by raising your DEX or using Mummy cards. Hitting targets works mostly the same in Renewal, that new nonlinear formula doesn't seem to exist anymore. Overall I think the monsters are fairly balanced on the lower levels, haven't made enough progress yet to fight the stronger level ones to have an opinion on those. Characters strong at soloing have no issue hunting high level monsters, for example a Hunter or Wizard can easily kill something 20-30 levels higher as long as the monster isn't ranged.
  7. My homunculus has 154 ASPD and my Alchemist has 160 yet the Homunculus seems to attack noticeably more often than the Alchemist. Is this a bug or normal? If bug, is the bug in homunculus ASPD itself or the display of it? Maybe a client bug? Or is it just me and it works properly for everyone else? Should I post it in "Issues" or is it already known?
  8. I don't want to close the client. Sometimes you do need to take manual action, like switch equipment (especially if monsters break it), talk to an NPC to enter a map, trade items between characters when overweight, etc. Yes, it's just a matter of rules, no real AI. I'm trying my best to make the rules as smart as possible. No idea how to do that patch/diff thing. Yes, it would probably be more convenient to the users although they'd still need to fix merge conflicts if any shows up.
  9. One more thing to add, recently realized, Renewal disabled a lot more maps than I thought. Restoring those and filling them with monsters is definitely a good idea, in fact I recommend adjusting monster spawns in general. A few problems I identified with renewal monster spawns : Monsters tend to be overly mixed. While there is a primary monster there are many of, often there are several other monsters present at relatively high counts (like 70+30+30+20). While mixed maps is nice to have occasionally, on maps intended to hunt a specific monster, it's better to have a only 1-2 other monsters with lower counts. Some maps actually have monsters of inappropriate levels (too high) present or low level monsters are only available on maps that also have very high level monsters. (Minorous+Anubis for example. It's better to move Anubis to the last floor and Minorous earlier as it's the lowest level monster in the dungeon. Makes no sense it appears on floor 4. I've also got murdered by a Cramp (83) on the map for Myst : level 49 monster) Some monsters don't have a good map to hunt them as they only ever appear at medium counts or less and always mixed with other monsters at higher quantities. Obviously here I mean monsters meant to be possible to hunt, not "rare" monsters. Example : Orc Archer, best place has like 20 of these and 50 High Orcs. Demon Pungus is another example, there used to be a map where we had a lot of these, not anymore. Some of the spawn locations simply make no sense. Why lots of Harpies at the entrance of Yuno? A non-aggressive monster like Goat would be better there, it's the only way to leave/enter the town.
  10. I'm currently using struct npc_data *nd; nd = (TBL_NPC*)bl; if (nd->vd->class_!=45) // looks like a warp then it's a warp even if it's not type warp. Some warps are NPCTYPE_SCRIPT instead! if (nd->subtype != NPCTYPE_WARP) return 0; //Not a warp for a while it worked fine but now I found a warp that causes a crash : the "vd" on it is NULL. Edit : nevermind, it seems preventing the null pointer crash by adding "if ((nd->vd)" worked. I guess vd does get filled with data eventually, just not immediately, so the warp does get detected properly. Maybe not. It seems entirely random whether vd has data or not. Sometimes the code detects the warp, other times it doesn't until sometime happens, like another character passes through it. Maybe I need to call some function here to ensure vd has data in it?
  11. Latest update : @autopilothom command, homunculus can now use normal attacks and move. (this overrides client side AI if enabled) Homunculus skills not yet implemented. AI will not use Rest or Call Homunculus, but will use Resurrect Homunculus if the homunculus dies. Today has been fairly productive, normal Homunculus skill AI is done and pushed to the branch. Attack skills will be used whenever possible. Might add some fine tuning to conserve SP like on player skills later, at the moment I don't know how abundant homunculus SP is. Buffs will be used whenever possible but battle buffs will be limited only when at least one enemy is nearby because they typically have very long cooldowns. This is far from ideal but should do for now. Later it might be worth adding more conditions like only using these if at least one nearby enemy is stronger than a certain threshold. Healing skills will be used when possible targets are at low health. Chaotic Blessings is limited to be used at level 5 only and never if an enemy is nearby. Caprice is random element so it doesn't do the usual check for enemy element. Might be worth excluding Holy in a future update. The AI will never use Castling, SRB44 and Self Destruction due to their cost/potentially unwanted effect. These are better left for manual use. Homunculus S skills are not implemented yet, I'll probably do those together with 3rd job (genetic) skills.
  12. This seems to be a more appropriate place so continuing here from @autopilot is a server side AI implementation that can control player characters. The primary goal is to replace human players for any reason : perhaps you installed a server on your own computer and have no other players, or your server has too low population or a critical class for the party isn't available. Either way, this allows you to add characters to your party without having a human player available. Note that this isn't a bot : it might get stuck in a corner if left alone with no human to lead the party. Also note this is server side : you have to be the server owner and capable of modifying your source to add it. Obviously an AI isn't a human player, which means better reaction time, and no "I have to go 5 minutes afk sorry" during boss fights but at the price of not being able to judge more advanced situations correctly. Overall I'd say the AI will play better than a typical player but will fail at anything more complex than "use this skill when <condition>". All the current progress is available here : https://github.com/SeravySensei/rathena/commits/Autopilot https://github.com/rathena/rathena/compare/master...SeravySensei:Autopilot.patch https://github.com/rathena/rathena/compare/master...SeravySensei:Autopilot.diff Currently implemented : All 1st classes, 2nd/rebirth classes. Homunculus, 3rd classes. Awaiting implementation : -Rebel -Oboro/Kagerou -Soul Reaper/Star Emperor Many of the 3rd class AI skills are still untested. I plan to test everything after the last few classes are done. How to use : @autopilot Tank enables tanking mode, the AI will try to engage enemies in melee and use melee skills. @autopilot Skill enables the AI to use ranged attacks or ranged skills, in general this is the DPS mode @autopilot Support restricts the AI to using support skills only. @autopilothom with same parameters : same modes for the Homunculus. There are a few other commands for enabling "extras" such as telling the AI to use a song or dance or other special skill or use sp potions. You should see them in the atcommands file(s). It's old but here is a recording that shows the AI in action :
  13. Looked at all the options in Nemo but didn't see one for fixing this, maybe I missed it? Monsters with more than 4 digits of hit points display incorrectly, for example 32751/327 HP, missing the last few digits on original hit points. It seems the length of the string is limited by the client so more than 9999 HP doesn't work. Or is this an unfixable problem? I guess the max hp of the monster isn't really that important to see but it's confusing when it is displayed wrong and appears less than the remaining hp.
  14. Think that might be a work in progress? https://github.com/rathena/rathena/pull/3284
  15. o_O I never realized there is so much map space that could be used but wasn't. Amazing! Now, time to raise monster spawn amounts to properly fill up the new space. It's a bit hard to guess the correct ratio though, it might be useful to provide suggestions in the first post, like "map X increased reachable area to 1.57 times the original" or provide updated monster spawns like the warps. Also this made me realize how many maps renewal removed, it's a lot worse than I thought. I'll be busy for a while restoring them and the monsters on them all.
  16. I have two item random groups, one that adds a weapon element and another that adds a small random stat bonus. How do I specify I want a drop to have one ability from each of these groups? So when the item drops, it can be, Fire Property and STR +2 or Water Property and LUK+2 etc? (one ability per group added) mob_drop.txt isn't clear about the syntax for adding more than one option per item. I could add multiple abilities per line in item_randomopt_group.txt but then I need a new group defined for each combination of groups and need to list all possible cases (so 8 elements * 6 stats = 48 cases). This might work for simple cases but if I wanted 3 abilities each from a group that has 12 possibilities then it's 12*12*12 over 1000 lines, so I rather not do it that way if I can avoid it.
  17. Actually monster spell potential is okay in renewal, but up until late 2018 the database had incorrect MATK stats for the monsters so they couldn't deal much damage. It wasn't the fault of Renewal, it was RAthena's. Then there were those bugs in stat recalculation which also affected monsters, in fact some still exist, my pull request for one of those is still in limbo after months. It's kinda shocking how serious bugs in basic PVM gameplay in this emulator are not prioritized. Of course the generic "less monster attack" in renewal applies to magic just like physical attacks, but magic doing a fraction of physical damage was the result of bugs. At first monsters having lower attack worried me but so far (my highest level character is 94) it worked well. Simply put those extra high attack monsters in pre-re were not reasonable. They should have been higher level content but 3rd jobs were not ready yet to have those levels in the game. Very skilled parties could still defeat them (or not, if we killed more than 10 normal mobs in our LH3 parties that was good) but I can't say it was reasonable. It felt like going into a level 150 dungeon with a 99 character. You can still do the same thing except now those monsters are correctly labeled level 150. Ranged classes and immobile monsters was always a thing, I leveled my wizards on geographers like everyone else. From Mage level 30 until high wizard 99, and Geographer was a level 60 or something monster so my point is, while it's an issue, it's nothing new. However Renewal monster EXP amounts don't raise as sharply. Too much level difference means killing the monster will take too long (due to hp and vit defense) and killing multiple lower level monsters is more effective, even with the bonus. I could still go and kill geographers but it's not worth it. (okay I admit I haven't tested. But I would be surprised if I got faster exp from them on a low level mage than from fire bolting poporings or fireballing skeletons.) To play it safe, reducing the base exp value of immobile monsters might be a good idea. It's not like they are difficult to kill so lower exp is fair. (unless someone with a melee class tries to kill them but that's his problem. You must be mad to level your swordsmen on geographers. )
  18. Haven't tried but there is skill #691 named Party Assumptio. So you could make an item that grants that skill at a level equal to the level of normal Assumptio known, this should be doable with a just an item script, no modifications needed. skill "CASH_ASSUMPTIO",getskilllv("HP_ASSUMPTIO"); I don't think Party Assumptio does exactly what you want but the area of effect and target type should be changeable in the skilldb. Change the effect range from -1 to 1. Overall, skilldb and item script seems to be a much easier solution than modifying source for this one unless the type of targeting you want is not implemented or "Party Assumptio" is not what the name seems to imply. Of course I can't guarantee it, as I said I haven't ever tried to cast that skill or seen the item that casts it.
  19. Yes, definitely. EXP doesn't rank up sharply enough for this to be warranted. Let's say someone manages to find a way to kill a monster 50 levels higher. So instead of 140 they get 700 EXP (compared Creamy to Sidewinder), that's 5 times more (or 10 times if you include the 200% bonus) but this monster has roughly 8 times the hit points so it also takes this much longer to kill so EXP/time isn't really different, unless the damage output from the character is so high that fighting same level monsters can't really use it. This is unlikely for single player but is true for parties, so stronger monsters will be as efficient for parties as weaker monsters for single players. I think that's the desired goal. This however only considers the time it takes to kill monsters. It doesn't consider the fact that the stronger monster hits harder so you need to actually play better to survive. Skilled players can generally avoid taking damage (by smarter positioning, better use of skills or better equipment), and parties requiring players to know what they are doing is good for the game, so I think overall it works out. For Eden I think the best solution is to keep it and nerf the equipment / reduce the EXP rewards. If the quest exp only serves as a convenient free extra EXP you can get while you stay on the map for the long term hunting monsters, then it's fine. If it's high enough that it's worth going back, report the quest and go back to hunt again, that's bad. So basically a quest like "hunt 10 Merman" should give like, half the exp you're getting from actually hunting the monsters. Not worth leaving the map for, but worth taking the quest before you go there. The equipment is also useful - buying the most basic NPC gear is not trivial for a new player, simple weapons and armor cost 30-50k zeny each. But the equipment has to be strictly worse than things you can get from the NPCs, fortunately "no refines" help with that - you can have for example an Eden Dagger thats only 10 ATK worse than a Damascus but as soon as the player has some Oridecon and possibly an Andre card, the Damascus will still be 55 ATK stronger instead, making it both "just as good" for players starting the game, and inferior to everyone else at the same time. But removing Eden entirely can work too - the world map does tell players where to find monsters of the correct levels, and it's easy to modify the job change quests to provide some beginner gear. Becoming stronger is okay but it should be something not achievable by grinding. There should be extremely rare uber items (like MVP cards), and ofc refining also helps with this (as high refines are rare by definition and the refining system ofc also needs a redesign as Gravity's is entirely Pay2Win.), but gear obtained from farming dungeons should just be "appropriate" for the levels intended, not strictly superior to other dungeons of a similar level. However this is really for PVM players. PVP is what breaks the whole concept. If it's a long term effort to get good gear, older players will dominate, and others will realize it's hopeless and leave, then with no enemy to defeat the old players leave too. So PVP and PVM are kinda mutually exclusive, PVP demands the best gear in a short amount of time while PVM is the opposite. A server that tries to focus on both PVM and PVP will likely fail. It either has to be a PVM oriented server which has PVP as a thing you can do but it isn't really a main goal and rewards are not that great, or it has to be a PVP focused server but then your PVM gameplay will suffer because strong equipment has to be available easily and adding new content becomes difficult (a single new item can completely wreck PVP balance in unforeseen ways by making different classes dominate, even if said items only offer a seemingly small effect that would be barely noticeable in PVM). I believe WOE does manage to do the "PVM server where PVP is a thing" reasonably well - it's not overly rewarding but fun to do and with enough open castles even the small fish can get some of the fun - meanwhile for the veterans, the possibility of making god items is there. But that won't satisfy PVP hungry players, they will always seek the other type of server instead. I guess this isn't purely a PVM or PVP more like a generic player archetype difference : Those who enjoy the thrill of the battle and don't care obtaining gear, and those who enjoy the process of obtaining gear itself and growing stronger on a long term. However the former type will naturally find PVP more interesting because it has more variety - monsters once you learn how to first, are repetitive and require some effort to keep interesting (for example by trying different classes or party compositions).
  20. My opinion... Good in renewal : -The stat system. No longer forced to go max in any particular stat - it's still rewarding to do so but instead of going 99 INT/DEX with my wizard or 99 AGI/DEX with my sniper, I can consider adding a bit of VIT or STR or whatever else and it's still viable if I do it reasonably. -As long as you fight monsters equal or higher level and disable the exp penalty system, the base EXP amount of monsters is more linear which makes every map with such monsters viable for leveling. Not true in the old system where most classes wanted to be on 1-2 specific maps. -Having exp modifiers for level difference provides a system to offset the above and still make it rewarding to fight much stronger monsters, except it isn't set up to do so by default. Even if you do configure it to reward killing strong monsters, the above advantage remains because ANY "much stronger" monster will be worth fighting, not just a few specific ones with the most outstanding exp reward. Bad in renewal : -Drop modifiers for level difference. First thing I turned off. -The amount of exp modifiers for level difference. While lowering EXP on monsters weaker than you is a good thing, everything else is horrible. To begin with, the EXP amount on monsters doesn't go up so sharply so even without the penalty, killing monsters much higher level than you won't be hurting the game's balance even if there is no penalty. I feel fighting difficult monsters higher level than me isn't very effective because EXP grows slower than the effort needed to defeat those monsters, however, this can be easily fixed by changing the EXP scaling config to add, for example, 5% more exp per 3 higher levels of monsters up to a level difference somewhere around 25-30. This should also make parties more desirable again although that issue can also be solved by changing how much bonus exp is given per party member. -The stats on most older equipment are not updated to remain useful in the new system. Some new items are too powerful and outclass everything else in the game and many of these are also easy to obtain. That's very bad design that makes all the old areas that drop the older items basically a worthless "Let's get past this ASAP to reach the real game". Many of Eden group's items fall into this category as well. Reading through the whole itemdb and and adjusting every single item is a difficult task but necessary to make the game fun. Neutral : -Not sure how I feel about the exp coming from various sources. Having the option to do quests for EXP is a good thing as long as it's not strictly superior to killing monsters. But this is trivial to achieve by setting the correct quest exp rate in the conf file. The real advantage of having the Eden group should not be the equipment and exp, but the fact the NPCs send you towards monsters you can reasonably defeat at your current level. Likewise, MVP exp seems to far outclass normal monster EXP (assuming you find MVPs to kill which can be more difficult on an overpopulated server - even there you have abra and instances though!), but again this can be adjusted by the exp.conf file. -Don't have enough experience with 3rd jobs to judge them. As long as the monsters above level 100 are powerful enough to be a challenge, and the classes are diverse enough in their roles, it should be ok. That was true last time I played a 3rd job character but it was a very long time ago, they might have made them more powerful, idk. I'll figure it out eventually once I finish balancing the non-3rd jobs for my server first.
  21. btw a question. Double Strafe and Arrow Shower, do these have range 9+Vulture Eye or weapon range+vulture eye? No idea what range -9 in the skilldb means. Same for gunslinger skills and Snake Eyes, is it added to 9 or the weapons' own range? Edit : pushed the gunslinger update. Skill ranges might be inaccurate until I get an answer to my question but the AI does use them. That leaves Sniper (traps are a no-go for the AI so very little to do here) and Stalker (similar case, a lot are not useful for the AI, and many skills are duplicates that are already implemented from other classes) and both will get some major changes to their skills so I'll wait for that update first. Which means Taekwon/Soul Linker/Star Gladiator should be next and after that, waiting for the 1st/2nd rebalance update. After adjusting the AI to those changes, all non-3rd jobs will be done. Oh, and there is the homunculus, too.
  22. Started my work on Gunslinger AI. Coin Flip, Increase Accuracy - this is easy, always use when idle, skill level is high and not maxed on coins, like similar self buffs that take some time. Cracker - Use when an enemy is near and targeting us, similar to Mage's Frost Diver Madness Canceller, Gatling Fever - not being able to move for more atk, these are very similar skills. I think the AI should specifically only activate these if the total HP of nearby enemies is above a certain threshold (maybe more than 1000% * party member count * Gunslinger's ATK?) Adjustment - Only when under attack by a ranged enemy Bull's Eye - Only if target is of the proper races. Considering the cast time and coin cost this skill is actually useless as is, but I adjusted that to be more worth it. I'm going to ignore the 0.1% Coma chance, not only is it too rare but on a normal monster it's not really a big deal even when it works. Magical Bullet - Use if MAtk and AGI (for aspd) is high enough Fling - Do not use. AI isn't smart enough to know if a target needs a defense reduction to kill or not. Triple Action - Doesn't seem to be as good as the more specialized skills so use them only if those are not available/valid. Might get used for weapon types that have no matching specialized skills for the situation and while job level is to low to learn them. Rapid Shower - Best skill with revolver, use as highest priority for single target Desperado - Use as self-target AOE with the usual priorities. Tracking - This seems strictly inferior to Rapid Shower with a Revolver so use with Rifle only? I mean 1200% damage is more than 1000% but the other is instant and uninterruptable, +200% isn't worth the casting time, is it? I guess it also consumes less ammo but does that matter? They aren't that heavy or expensive? Piercing Shot - Casting time rivals Tracking but damage is about a quarter. Even with high Dex which can reduce casting time on this and not tracking, I don't think this is useful. Higher range (with Snake Eyes) is an advantage though, might be worth using if the enemy is too far for Tracking when equipped by a Rifle? Ability to ignore armor seems to be the selling point but I don't think the AI can properly judge when that makes this skill worth it. In fact I have no either if it's ever worth it either, are there ANY monsters that reduce 75%+ of the incoming damage not counting the unreasonable case of fighting something 50 levels higher than myself? Might be worth considering to buff this skill although I think I'll play it safe and leave it alone. Armor Piercing and bleeding might have some uses for human players at least. I might reconsider on the AI for this though. Instead of using it while still at a higher range, isn't it better to just use normal attacks? Those also have higher range, and considering the casting time, probably deal more damage overall. What's even better, they aggro the monster immediately, reducing range so Tracking will become available and other party members can also attack it. So I think the best AI for this skill is "Do not use" afterall. Disarm - Useless. No effect on bosses and you usually don't need to debuff normal mobs. Might be helpful for human players though when fighting really high atk normal mobs with weak characters. AI will never use this. Dust - ugh a close range gun skill that knocks back. Well, it is more useful than Cracker at least, for getting rid of enemies that got dangerously close. Full Buster - this is basically Tracking but for Shotguns. Range and less casting time are the benefits, more delay, more ammo consumption and self-blinding are the drawbacks. Fair I guess? AI doesn't need anything special for it. Spread Attack - Generic AOE code will work for this one. Damage is unimpressive but it's an instant case long range AOE so I guess it's okay. Works with grenade launchers too. Ground Drift - Like most trap skills this also will be unusable for the AI. Oh, you can put this directly under a monster, nice then it can be used as a normal single target skill except it targets the ground....oh it has a casting time, nevermind then, the monster will likely move away... more importantly, this does 300% ATK damage, Spread Attack does 280% but that's instant. So that's strictly superior unless you are actually planning to place the mines in advance and then lure monsters on it which is clearly a human only tactic. btw I wonder, this isn't really a question thread anymore, more like a feature development one, not sure if this is the correct place for it?
  23. I already know I need to edit these files and for a few NPCs it worked but now I'm doing the same thing and it's not working. The guides I've read are not very clear about what these files actually do, they just say "put this text there". I'd like to actually KNOW what I'm doing and why. prontera,147,187,7 script GMAura#GM_Aura 18000,{ So there are 3 things here, the name before # the name after # and the number. The first two are I assume the script names (generic and unique). The third is the number for the NPC sprite I want to display. Which of these "connects" with the other files? The number or the name or both? I mean which needs to match what's in which other file for what reason? I would guess the number but most guides also have the same name everywhere so it's confusing. GMAURA = 18000 and [jobtbl.GMAURA] = "AuraNPC" These are in the other two files. Again which of these mean what? Which is the actual filename for the file I added to the GRF? Which of these texts needs to be matching which others? I assumed the "AuraNPC" part is the filename, is it not? The client still is trying to load a blank filename. There are many copies of these two files. Which do I edit? The one in data/luafiles514/lua files/datainfo, or the one in data/luafiles/datainfo or another one do I need to put them into the grf? I see I have edited both of these already - a new monster is added to one, and some npcs with default sprites to the other - and both of them worked so that's confusing. Only one of them should work. What's the proper syntax? Do I need a "," even on the last line or do I not? Does it matter if there is a tab or space in front of each line or not? Finally, I recently found I need to add it to npc.hpp as well and recompile. Does this one need to match any of the above names or as long as the number is the same it's ok? JT_AURA = 18000, Oh and finally which of all these is the name that shows up in the game for the NPC?
  24. In renewal those numbers are for status and equipment Matk and not Min/Max Matk. Equipment Matk as a stat doesn't exist in pre-renewal but you are using renewal items and equipment so it does for you. Equip a weapon with an Matk bonus like any staff or wand, and you'll see that number goes there. If you want min and max displayed, you'll have to basically replace the first number to show your Min Status Matk+Min Equip Matk and the second to show max status matk+max equip matk. clif.cpp is the file responsive for communicating with the client so if this is done on the server side at all (I have no idea), then it should be there. Note that while renewal formulas have no min and max for status matk, equip matk does have a min and max but it's not displayed anywhere. See https://irowiki.org/wiki/MATK
  25. Ninja class AI is finally done. https://github.com/SeravySensei/rathena/commit/0dbe0a51a9c6db488558f4ced8588d84f930a9f3 Fixing up the skills to be playable was almost as hard as making the AI. Most underpowered class I worked on so far? I guess next will be the Gunslinger or the Hunter but for the time being I'll just enjoy playing my Ninja.
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