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kaeyih

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  1. I would like to do a global reset for everyone's EQ for refinary online and offline.. Anyone has way to reset all EQ refines from SQL?
  2. Hi i have search everywhere for a working image splitter for ragnarok login screen format but nothing seems to work for me including the famous ROLSG. Anyone has a working website or app for me to split image?
  3. I have a Pre re server with 4 slotted cards. I would like to modify the Element DEF Formula in the source so that.. 1) wearer of more than 100% Element resist will remained heal when get hit by Monster's damage. (negative damage) 2) wearer of more than 100% Element resist will not get healed in PVP, would prefer as a null or a miss. I have been searching around for answers.. Would appreciate it someone can help me on solving this. I know its somewhere in battle.c but i really dont know how to modify it. {{Previous are attack part, u can refer to map/battle.c @@ line 864 Affected by target DEF bonuses // Affected by target DEF bonuses else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) { if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != rh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } cardfix = cardfix * (100 - ele_fix) / 100; if( left&1 && lh_ele != rh_ele ) { int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != lh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix_lh += it.rate; } cardfix = cardfix * (100 - ele_fix_lh) / 100; } cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100; } cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100; cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100; cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100; cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100; for (const auto &it : tsd->add_def) { if (it.id == s_class) { cardfix = cardfix * (100 - it.val) / 100; break; } } if( flag&BF_SHORT ) cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100; else // BF_LONG (there's no other choice) cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100; if( tsd->sc.data[SC_DEF_RATE] ) cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100; APPLY_CARDFIX(damage, cardfix); } break; case BF_MISC: // Affected by target DEF bonuses if( tsd && !nk[NK_IGNOREDEFCARD] ) { if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != rh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } if (s_defele != ELE_NONE) ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL]; cardfix = cardfix * (100 - ele_fix) / 100; } cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100; cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100; cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100; cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100; cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100; if( flag&BF_SHORT ) cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100; else // BF_LONG (there's no other choice) cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100; APPLY_CARDFIX(damage, cardfix); } break; } #undef APPLY_CARDFIX return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX); }
  4. Hello grenat50, does the diff works with 2018 version? I see lots of difference in the diff... Like.. what is this in skill.cpp? Mine is not avaiable.. case GD_CHARGESHOUT_FLAG:
  5. Hi i just found out 2018 rathena clients dont have more than 30 hairstyles. Maybe try 2015 stable clients?
  6. I have a question All monsters have different size, Large, Medium Small and demihumans are usually medium size. If we put a script into Equipment, When u wear this armor, ur size become Small. Anyone know what should i write in script? This doesnt work... so anyone can guide me pls? { bonus bDefSize,Size_Small;},{},{}
  7. Hi @aferny, have u found out the solution for this? Im facing the same issue.... =(
  8. Hi, when i change armor in my server, the HP dont remain the same but instead, when swithching to another taogunka slotted armor, the remaining HP changed to no taogunka level. Anyone know where to change this setting so that I wear another armor, my hp wont reduce to the non tao gunka calculation level
  9. Hi everyone, I just found a very good solution to monitor and organize your palettes for each jobs. I cant help but to share this way of renaming palettes to every single jobs/ costumes / etc Some of you might know this way already, but just sharing because all other posts have been helping me out. For example Assassin Cross Palettes 건너_숍_남_1.pal Renaming into 건너_숍_남_1_1.pal 건너_숍_남_1_2.pal 건너_숍_남_1_3.pal and Renaming into other Jobs Costume like Arc Bishop 아크비숍_남_1.pal 아크비숍_남_1_1.pal 아크비숍_남_1_2.pal Or If you have All of the jobs and not gonna sort it out, just change 아크비숍_남_1.pal 건너_숍_남_1_1.pal 그리폰로얄_남_5_1.pal to 아크비숍_남_2.pal 건너_숍_남_1_2.pal 그리폰로얄_남_5_2.pal This way you can monitor what jobs or which costume is missing and can copy paste, rename it in and instance.
  10. Bump this post.. Hi @Emistry, this is a really good release, mind if update for new emulator to use? Same as the rest, Error during compiling.. Anyone has resolution method?
  11. Thanks for the reply, this post solved.
  12. Hi I am using 20180620 RagexeRE as default. I know is a pretty stable version but I want a client with hairstyle.. So i decided to change to 20181107 which consider quite close. I tried changing confiq\packets and tried custom\define_pre Compiled successful, but it wouldnt read my 20181107 client version. Can anyone assist me what did i missed out? I've been searching the website whole day now but i cant find a good solution.. Most of the links outdated.. Anyone please help me!
  13. hi guys, im setting up skills for my monsters to hit me. 1) Fire bolt (fire) 2) Lord of Vermilion (wind) 3) Storm Gust (water) 4) Meteor Storm (fire) Wanna ask why am i blocking all the skills with Deviling Cards? Not null, but damage 2 all the way with only deviling card on valkyrie Mantau Apparently if I put warm wind to the monsters then they only start damage me. Are monster skills including fire bolts are in neutral by default? Anyone encountered this issue before? my mdef 0+358
  14. Hi, anyone can teach me how to actually add this instance to instance_db.txt and instance_db.yml? Im facing failed to reserve instance..
  15. Hi, will u ever release this script? Nice job!
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