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KazumaSatou

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Posts posted by KazumaSatou

  1. 54 minutes ago, Gladius said:

     

    I found the solution ?

    change in battle.cpp

    
    	sc = status_get_sc(bl);
    	ssc = status_get_sc(src);
    
    	if (sc && sc->data[SC_WHITEIMPRISON])
    		return 0; // White Imprison does not reflect any damage


    to:

    
        sc = status_get_sc(bl);
        ssc = status_get_sc(src);
    
        if (sc && sc->data[SC_SAFETYWALL])
            return 0;
        if (sc && sc->data[SC_WHITEIMPRISON])
            return 0; // White Imprison does not reflect any damage

     


    Unfortunately the members and moderators of this forum do not appreciate the small members who collaborate.
    Test and tell me if it worked. It worked for me.

    It works! Thank you very much for responding on my problem for potential bug abuse.
    Hopefully they appreciate all the people who wants to collaborate even if its small/alone as long as it is important on the emulator.

    I'll vote your post so if there's anyone who needs this fix on their server can use it.
    Thank you again and stay safe!

  2. Can anyone help me how to prevent reflecting damage while a paladin is in safety wall?
    I read some of the threads in both rA and herc that it is the default behavior of Safety Wall and Reflect Shield but it is a Potential Bug-Abuse for normal players and I don't see anyone solved this on the threads I read.

    Hopefully someone will help me with this scenario on Safety Wall with Reflect Shield.

    Thank you so much.

    • Upvote 1
  3. 5 minutes ago, Kreustoo said:

    Comment the before this part of the script the :

    
    	base_exp/=c;
    	job_exp/=c;

    It'll make everyone get all the exp.

    So each time a monster is killed it'll give much more exp: *number of the players in the party. + stricly +1% per player on the party with your edit

    So if I comment out that 2, they will get full exp + number of party members %?

  4. 2 minutes ago, Kreustoo said:

    Ah you mean all receive 1100?

    If you have 10 players killing a monster giving 1000 exp, basicaly it'll give 100 exp to everybody (1000/10). You want that the monster gives the monsters exp to everyone?

    1000 to everyone instead of 100 to everyone?

    (Then there's the 1% bonus but that's something different)

    With your edit everyone will get 110 exp instead of 109 if i'm not wrong

    Yeah, I want to give the all players 100% exp of monster + n% of party members count.

  5. 23 hours ago, Kreustoo said:

    Hello,

    Let's say 10 player, one monster giving 1000, everybody's gonna get 101 exp (+1%), that's what you want? So a monster at 1000 giving actually 1010?
    If I'm not wrong, actually the monster at 1000 exp with a bonus of 1% with 10 players will counte as 1090 exp and your edit will make it 1010.

    Is it 1% of 1,000 is 10? But yeah, so I want is if the Party has a 10 members, all must receive 1100 (1000 + 10%). So my edit is correct?

  6. How can I make the Even Party Exp Bonus into additional 1% exp per member in the party?

    I made it like this:
     

     

    Party.conf
    // Give additional experience bonus per party-member involved on even-share parties (excluding yourself)?
    // ex. If set to 10, an even-share party of 5 people will receive +40% exp (4 members * 10% exp):
    //     140% party experience in total, so each member receives 140%/5 = 28% exp (instead of 20%).
    party_even_share_bonus: 1
    Party.cpp
    	if (battle_config.party_even_share_bonus && c > 1) {
    		//	double bonus = 100 + battle_config.party_even_share_bonus*(c-1);
    		//	
    		//	if (base_exp)
    		//		base_exp = (unsigned int) cap_value(base_exp * bonus/100, 0, UINT_MAX);
    		//	if (job_exp)
    		//		job_exp = (unsigned int) cap_value(job_exp * bonus/100, 0, UINT_MAX);
    		//	if (zeny)
    		//		zeny = (unsigned int) cap_value(zeny * bonus/100, INT_MIN, INT_MAX);
    		double bonus = 100 + battle_config.party_even_share_bonus*c;
    
    		if (base_exp)
    			base_exp = (unsigned int) cap_value(base_exp * bonus, 0, UINT_MAX);
    		if (job_exp)
    			job_exp = (unsigned int) cap_value(job_exp * bonus, 0, UINT_MAX);
    		if (zeny)
    			zeny = (unsigned int) cap_value(zeny * bonus, INT_MIN, INT_MAX);
    	}

    I edit the party.cpp because I don't want to divide the bonus on how many members inside of the party. I want it to make 12% more exp if the party consist of 12 members (including party leader).

    Please tell me if this edit is correct or please give me instructions on how to make the exp bonus I want. Thank you in advance!

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