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Helena

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Everything posted by Helena

  1. I've done that, but there was absolutely no difference.
  2. Thanks for the reply. With what line do I replace that? this one? md.damage = 7 * targetVit * skill_lv * (atk + matk) / 100;
  3. Hello. A member of this forums helped me figure out a way to make magic stronger, but unfortunately it also affected the damage caused with Acid Demonstration... now that skill is way too imbalanced. I know this is the block, but how can I make it weaker? I've messed with numbers but without any luck. Help would be nice. ^^; #ifdef RENEWAL {// [malufett] int matk=0, atk; short tdef = iStatus->get_total_def(target); short tmdef = iStatus->get_total_mdef(target); int targetVit = min(120, status_get_vit(target)); short totaldef = (tmdef + tdef - ((uint64)(tmdef + tdef) >> 32)) >> 1; matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage; atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag); md.damage = matk + atk; if( src->type == BL_MOB ){ totaldef = (tdef + tmdef) >> 1; md.damage = 7 * targetVit * skill_lv * (atk + matk) / 100; /* // Pending [malufett] if( unknown condition ) md.damage >>= 1; if( unknown condition ){ md.damage = 7 * md.damage % 20; md.damage = 7 * md.damage / 20;
  4. Yes exactly. Everything just seems way too weak. I wish there was a way to buff everything with like 50% without having to go full pre-re. Also, I've just noticed fire property attacks do only 1 damage. :s I've tried with fire bolt, fire pillar, meteor storm, etc. No matter how many int the user has, the damage stays 1 per hit.
  5. I have too many customizations in RE to just switch to Pre-RE. Isn't there a way to just use Pre-skill mechanics? Could you give an example how to edit map_zone_db? For example, to make Storm Gust cause double damage? Thank you, I'll greatly appreciate it!
  6. Hello Hercules, I'm running a 255/70 trans-only Renewal (Hercules) server, and my players have been saying that literally all the classes/skills are way too weak. First I thought that they were only talking about PvM, because Renewal monsters are generally stronger than Pre-RE. However, they were talking about PvP as well, for example; a poor-equipped (max leveled) Champion is able to out-heal a (max leveled) well equipped High Wizard. What can I do against this?
  7. I tried to find the .txt file were you can set restrictions in /db, but I can't find it. Can someone instruct me were the appropriate file is located to change skill restrictions? Thank you!
  8. I was wondering about that too. Haha. Back on topic, another way that strangely enough fixed my problem was changing "set .minplayer2start, 3;" into ".minplayer2start = 3;"
  9. Hello Hercules, I'm using this emulator now, previously rAthena. I had a script that always use to function properly but for some reason it's causing trouble now... The problem is, the ".minplayer2start" no longer functions. The chatroom shows as 1/1, while it actually should be 1/4 (because the NPC doesn't count, of course.) Can someone help me find a working code for this? Thank you. - script custom_bg#control -1,{OnInit: set .minplayer2start, 3; // minimum player to start setarray .rewarditem, 673, 5, // reward to the winning team 673, 3; // reward to the losing team set .startingscore, 99; // score at start set .eventlasting, 100; // event last 100 seconds end;OnStart: if ( getwaitingroomstate( 0, "red side" ) < .minplayer2start || getwaitingroomstate( 0, "blue side" ) < .minplayer2start ) end; set .red, waitingroom2bg( "guild_vs3", 13,50, strnpcinfo(0)+"::OnredQuit", strnpcinfo(0)+"::OnredDead", "red side" ); copyarray .team1aid[.@i], $@arenamembers[.@i], $@arenamembersnum; set .blue, waitingroom2bg( "guild_vs3", 86,50, strnpcinfo(0)+"::OnblueQuit", strnpcinfo(0)+"::OnblueDead", "blue side" ); copyarray .team2aid[.@i], $@arenamembers[.@i], $@arenamembersnum; delwaitingroom "red side"; delwaitingroom "blue side"; bg_warp .red, "guild_vs3", 13,50; bg_warp .blue, "guild_vs3", 86,50; set .score[1], .startingscore; set .score[2], .startingscore; bg_updatescore "guild_vs3", .score[1], .score[2]; sleep .eventlasting * 1000; if ( .score[1] == .score[2] ) mapannounce "guild_vs3", "Draw !", 0; else if ( .score[1] > .score[2] ) { mapannounce "guild_vs3", "red side wins !", 0; callsub L_reward, 1, 0; callsub L_reward, 2, 2; } else if ( .score[1] < .score[2] ) { mapannounce "guild_vs3", "blue side wins !", 0; callsub L_reward, 2, 0; callsub L_reward, 1, 2; } bg_warp .red, "prontera", 155,182; bg_warp .blue, "prontera", 158,182; bg_destroy .red; bg_destroy .blue; donpcevent "red side::OnInit"; donpcevent "blue side::OnInit"; end;L_reward: set .@size, getarraysize( getd(".team"+ getarg(0) +"aid") ); for ( set .@i, 0; .@i < .@size; set .@i, .@i +1 ) if ( isloggedin( getd(".team"+ getarg(0) +"aid["+ .@i +"]" ) ) ) getitem .rewarditem[ getarg(1) ], .rewarditem[ getarg(1) +1 ], getd(".team"+ getarg(0) +"aid["+ .@i +"]" ); return;OnredDead: callsub L_dead, 1;OnblueDead: callsub L_dead, 2;L_dead: set .score[ getarg(0) ], .score[ getarg(0) ] -1; bg_updatescore "guild_vs3", .score[1], .score[2]; if ( .score[ getarg(0) ] == 0 ) awake strnpcinfo(0); end;OnredQuit: callsub L_quit, 1, .red;OnblueQuit: callsub L_quit, 2, .blue;L_quit: if ( bg_get_data( getarg(1), 0) ) end; set .score[ getarg(0) ], 0; awake strnpcinfo(0); end;} prontera,155,182,5 script red side 100,{ end;OnInit: waitingroom "red", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::OnStart", getvariableofnpc( .minplayer2start, "custom_bg#control" ); end;}prontera,158,182,5 script blue side 100,{ end;OnInit: waitingroom "blue", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::OnStart", getvariableofnpc( .minplayer2start, "custom_bg#control" ); end;}guild_vs3 mapflag battleground 2guild_vs3 mapflag nosave SavePointguild_vs3 mapflag nowarpguild_vs3 mapflag nowarptoguild_vs3 mapflag noteleportguild_vs3 mapflag nomemoguild_vs3 mapflag nopenalty
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