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Helena

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Posts posted by Helena


  1. 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;

  2. 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.


  3. 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!


  4. 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?


  5. 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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