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quesoph

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Everything posted by quesoph

  1. ^ I will test it on the latest Rev soon. Thanks! @edit have you tried to manually patch it?
  2. Hello Hercules, I just want to ask if there is an incompatibility issue running Ragexe with Win7 64bit? I am asking because I think its time to upgrade my RAm and OS. Thanks in advance..
  3. I noticed that my addons are not working with emphaino theme but its working with the default theme..
  4. Is there anyway you could provide us any information about whats written in bifrost quest window?
  5. Suggestion: When mining, if you fail or succeed the mine would be gone and be relocated to a different area( x, y )..
  6. map_zone_db.conf { name: "test" disabled_skills: { MO_BODYRELOCATION: "PLAYER" }} script: prtg_cas01<tab>mapflag<tab>zone<tab>test try this.
  7. Try it first and post the result if it has errors.
  8. Thanks. I will try this out.
  9. https://subversion.assembla.com/svn/client-side-translation/
  10. anyway are you using renewal ? @edit try this md.damage = (int)(7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))) / 2;
  11. this is the whole block. case CR_ACIDDEMONSTRATION:#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; }*/ }else{ float vitfactor = 0.0f, temp; if( (vitfactor=(status_get_vit(target)-120.0f)) > 0) vitfactor = (vitfactor * (matk + atk) / 10) / status_get_vit(target); temp = max(0, vitfactor) + (targetVit * (matk + atk)) / 10; md.damage = (int)(temp * 70 * skill_lv / 100); } md.damage -= totaldef; }#else // updated the formula based on a Japanese formula found to be exact [Reddozen] if(tstatus->vit+sstatus->int_) //crash fix md.damage = (int)(7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); // <-- here else md.damage = 0; if (tsd) md.damage>>=1;#endif if (md.damage < 0 || md.damage > INT_MAX>>1) //Overflow prevention, will anyone whine if I cap it to a few billion? //Not capped to INT_MAX to give some room for further damage increase. md.damage = INT_MAX>>1; break; try to change this line: md.damage = (int)(7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  12. md.damage = (int)(7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); Haven't tested it. so I am not sure
  13. No Idea. It would be sooo awesome if we could reload it without restarting our server. // Will disabled consumables (disabled by map_zone_db.conf) be consumed when trying to use them?// 1 (official): yes// 0: noitem_restricted_consumption_type: 0
  14. /re/ or /pre-re/map_zone_db.conf
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