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Humble_Bee

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Everything posted by Humble_Bee

  1. Look in status.cpp for this: And then switch max health to what you want. I think I've gotten closer to cracking it, but I haven't figured out how the blocklist is setup for mob spawns. On mercs, elementals, and pets, it's probably quite a bit easier (my mercs read my base level and increase stats accordingly when they first spawn). For mob slaves, it probably has something to do with this: My guess is that you have to figure out how the block list is setup so that you can then go from master_id to the master's stats to pull out the max_hp data. I just wish I knew enough about C++ to see what was included in mob_data table. For how I have my mercs set up- that adjust their health to be a little more balanced based on what my base level is- you can see that here: This takes their standard max health, say 2000 at whatever level they might be at, then it subtracts their base level from mine and multiplies it by 200. If I'm lv. 100 and I'm using a lv. 20 merc, it gives the merc a bonus 80*200 HP (+16,000 HP).
  2. I'm trying to get Heal and Coluseo Heal to accept bonus matk from things like bonuses on weapons and armor. Both of mine are currently not reflecting it. Has anyone had any luck with making this happen?
  3. Thanks for the reminder. I finally figured out how to use it, and while it doesn't have all the coloring options GIMP has, it's easier to get running and test on the game. The nice thing is, I can make my sprites on GIMP, and then can imitate them pretty close on Act Editor.
  4. Has anyone been using Gimp to recolor sprites? I recolored my eggyra sprites to look more ghost-like, and for some reason the first six bmp are saying "flip invalid" when I use SPR Conview to create the sprite file. All of the pictures came from the same sheet, so I'm not sure why the first six slices are acting up. Also, does anyone know how to make a palette file to save with the sprite file in Gimp? Or is there another legitimately free program that could do it?
  5. Does anyone know where the mercenary sprites are located (like Bowman 1)?
  6. So I made necromancer into a pet and I was trying all the available bonus scripts I could think of to get him to summon monsters, but it wasn't working. Couldn't even get him to add a bonus to drop dead branches by chance. BUT THEN, I remembered that some pets already summon monsters- like Sera, and I was able to take the pieces (source code and the various skill_db files) to Summon Legion and was able to create a new move that I only plan to use as a "pet bonus", where I can use bonus3, "skillname", skill_lv, proc chance to make it seem like my pet is summoning whatever monsters I want it to. The nice thing is- skills have a max lv of over ten, which means I could have ten different pets summoning ten different enemies at different amounts. And I did get this to work. My necromancer procs rake scaraba spawning right now (my test mob). I encourage you all to try it out. It's quite fun. You could make a lunatic that spawns 10 more lunatics if you want to. I don't plan to release the code in the source releases, because it's a lot of different little file edits, and I have yet to figure out how to make a branch on GitHub. If it was easier to share code, I'd do it. ?
  7. Does anyone know where the code is that causes stone and freeze statuses to break upon getting hit? I'm having trouble finding it, and I'd really love to // it out. Thanks! EDIT: Thank God, I found it. You have no idea how much joy this gives me, as I love having hard controls in games (soft control = status change ends when hit, or could be things like curse / hard control = stops someone from doing pretty much anything and doesn't end when hit). For everyone who I know will be banging their head against a wall trying to do this as well, the answer is in status.cpp: Look for the above code and simply // whatever status you want to be a hard control. If you want something to be a soft control, you can likely just add it here, and it will end when a character/creature gets hit. #hard controls, soft controls, sleep, stun, stone, freeze, crystalize
  8. I'm looking to access pet data (pd) in skill.cpp so that I can make a player's skill trigger a pet to do it's special performance, but I'm having trouble. Any thoughts? Adding pet data to the structure didn't work for me. Said pd was still an uninitialized local variable.
  9. Is there a way to script it in the pet db (yaml file) so that when a pet bonus triggers the pet will use it's attack animation? Or is this something that could only be done in the source code? I just made a Dimik pet, but the thing I love about Dimik the most is the attack animation. Thanks! (I'm looking to be able to get this to work for individual pets, not all pets at once.)
  10. Unfortunately, when you add a bleed or stun or freeze effect to an item, it does have a set base duration. And thankfully, I found the code. It looks something like this in status.cpp: When you change the val4 value (like if you replace "tick-t_tickime" with 10000), it changes the duration of the status effects. I've been able to balance out the damage from the status effects that I want by both balancing their damage values (in a separate location) and by changing the val4 values at this location (but I have to make a separate last section [starting with t_tickime and ending with break;] for each status effect, because the durations need to be different if my intervals are different, in order for the damage to be the same).
  11. I'm talking about base duration of the bleed status effect, as a standalone status effect, meaning not attached to a skill.
  12. Thanks for the info everyone! I appreciate it. This will give me more to work with.
  13. Does anyone know the specific code that controls poison, burn, and bleeds durations? I've changed their intervals (how often they tick) and the damage to make them equal in the end, but I can't figure out where the code is that is controlling their base duration. Thanks! (I assume it's somewhere in status.cpp that I'm just missing.)
  14. My point being is that I was asking more people if they were interested, which I think they are. While I only offer $10 at the moment, if other people start commenting they are willing to drop $5 or $10 or whatever it may be, the money could start to add up.
  15. I'd love for my super novice to be able to use a bow, pistols, and the other weapons they don't currently have access to. I'd be willing to pay someone up to $10 for help getting my super novice using the bow with a similar animation to the archer. I have a feeling I'm not the only person who would be willing to pay for this. Who's with me? And do we have any spriters who might be able to make this happen?
  16. Looks like magic is being unresponsive for me, but the other stuff appears to be working on. I downloaded rAthena back in October of 2019 looks like. Anyone else having magic damage not responding to the global changes? (I don't know how to find my git hash number.) Outside of that, I'm loving the mod so far.
  17. @infected Would you be willing to share your geffenia files? Or do you know some place online I can find them? You just replaced the map files, the gat gnd and the rsw files correct? I'm having the exact same problem as you.
  18. Try looking for this in status.cpp: And try adding right below it: Doing something like this for regen had worked for me in making a cap. If that doesn't work, I'll probably offer a few other things to try, but I'm relatively new to messing with code as well.
  19. I've adjusted my mercs so they scale with player level, but it only calculates this when the player first summons them. Anyone know how I can add code in status.cpp so that the mercs recalculate their stats when the player levels up?
  20. Howdy all. As we all know, HP and SP regen rates (passive rates) are horrid. Even at 1000% regen, people get very little bonus compared to other boosts in battle (give me 1000 defense over 1000% regen any day). I'm working on fixing this, and I'm coming close to finishing it. I'm just asking for help with some of the coding tweaks. First, how do I cap hprecov at 1000%? I know it looks something like this (possibly), but what I have below hasn't seemed to work for me yet: Edit: There was a lovely "underflow protection" section for this first part in status.cpp, so I just used the same concept to create an "overflow" or max cap for the regen. Second- Is there a way to make the following pattern into one formula (it goes from 1000% regen at rate .1 all the way down to 200% regen at rate .9): Thanks! EDIT: Still haven't figured out how to make this into one simple formula, but at least I have it down to about 9 per HP and SP section. Regen is working as desired for me.
  21. So I figured out how to make ranged weapons get their accuracy from Intelligence instead of Dexterity, and I wanted to share that with everyone here (for those who don't know), but I don't know how to do that without using a spoiler/code box, as my status.cpp file also has other changes. Can someone explain that process a little for me so I can add benefit to the community? Thanks!
  22. I've been having trouble finding the formulas for the core stats (str, dex, luk….). Can someone tell me where they are? I'd like to adjust a few (like lowering the hit bonus from luk and etc). Thanks!
  23. I think I'm going to edit a few things to make it work for me. I wanted the players to get bonus stats at the final lv. after completing a quest, so I think I'll just use a stat point seller that needs an item from the final lv. quest (I can give actual stats that way, instead of stat points, which will ruin people's ability to go from 250 to 200 in one stat in order to add 100+ in another). I might also alter the transcendent stat bonus so that it applies to everyone when they reach their equivalent of 3rd job. Will be a little bit of work, but I think I have all the tools to do it. Will just take a little trial and error in the coding.
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