RezarRO
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ou nga yan ung problem dati kaya naibahan bkit bawal lumampas nag kaka negative
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pre po ba gawin ung renewal item kahit na pre-renewal based ng server ?? kasi ung ibang server ganun okie naman v.armor 55 def
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ayus na po no negative na sya ung mga v.armor def shield 3 armor 6 mantue 3 shoes 3 = tao gunka - 50 def xD yan pu ba tamang def nang pre-renewal
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paps ask lng po ba ano ba dapat para mag ka silbe ung thanatos kasi ung def ng vset sa renewal diba mataas pag pre-renewal parang walang silbe thana low def kasi tapos pag nag tgk pa xD
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cge po try ko po gawin yn salamat po sa inyo ... wala po akong ni eedit na kahit na anung item xD btw po pano pag mababa ung Defense walang silbe ung thana kasi nakita ko now ung defense ng pre-renewal sa other server dahil mababa mas maganda pa ang effect ng inca
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// Copyright © Hercules Dev Team, licensed under GNU GPL. // See the LICENSE file // Portions Copyright © Athena Dev Teams #ifndef _CONFIG_RENEWAL_H_ #define _CONFIG_RENEWAL_H_ /** * Hercules configuration file (http://herc.ws) * For detailed guidance on these check http://herc.ws/wiki/SRC/config/ **/ /** * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder **/ #ifndef DISABLE_RENEWAL /// game renewal server mode /// (disable by commenting the line) /// /// leave this line to enable renewal specific support such as renewal formulas ///#define RENEWAL /// renewal cast time /// (disable by commenting the line) /// /// leave this line to enable renewal casting time algorithms /// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats. /// example: /// on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a /// "fixed cast time" which can only be reduced by specialist items and skills ///#define RENEWAL_CAST /// renewal drop rate algorithms /// (disable by commenting the line) /// /// leave this line to enable renewal item drop rate algorithms /// while enabled a special modified based on the difference between the player and monster level is applied /// based on the http://irowiki.org/wiki/Drop_System#Level_Factor table ///#define RENEWAL_DROP /// renewal exp rate algorithms /// (disable by commenting the line) /// /// leave this line to enable renewal item exp rate algorithms /// while enabled a special modified based on the difference between the player and monster level is applied ///#define RENEWAL_EXP /// renewal level modifier on damage /// (disable by commenting the line) /// // leave this line to enable renewal base level modifier on skill damage (selected skills only) ///#define RENEWAL_LVDMG /// renewal enchant deadly poison algorithm /// /// leave this line to enable the renewed EDP algorithm /// under renewal mode: /// - damage is NOT increased by 400% /// - it does NOT affect grimtooth /// - weapon and status ATK are increased ///#define RENEWAL_EDP /// renewal ASPD [malufett] /// (disable by commenting the line) /// /// leave this line to enable renewal ASPD /// - shield penalty is applied /// - AGI has a greater factor in ASPD increase /// - there is a change in how skills/items give ASPD /// - some skill/item ASPD bonuses won't stack ///#define RENEWAL_ASPD #endif // DISABLE_RENEWAL #endif // _CONFIG_RENEWAL_H_
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ahhhhh so ganyan tlga pag pre-renewal low lng def ng valk kasi ung sa discription v.armor 55
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ahhhhh so ganyan tlga pag pre-renewal low lng def ng valk kasi ung sa discription v.armor 55
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wala po akong ni edit nung umpisa plang po ganyan na sya d na nalampas ng 99 def ung version ko po d ko po alam kung panu ginamit ng dev ko kung anu paps pde po maka hinge item_db nyu wala ako makita sa google for pre-renewal po
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server pre-renewal if nalampas nang 99 defense then nagging negative na sya un po
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nagging Negative ung Defense pag lampas 100 ang thanks po
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ung grimtoot po ttry ko plang po pag up nang server
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yup main prob ko is ung Negative Armor if over 100 negative na
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eto po ung renewal.h ung sa battle c nagawa kuna po // Copyright © Hercules Dev Team, licensed under GNU GPL. // See the LICENSE file // Portions Copyright © Athena Dev Teams #ifndef _CONFIG_RENEWAL_H_ #define _CONFIG_RENEWAL_H_ /** * Hercules configuration file (http://herc.ws) * For detailed guidance on these check http://herc.ws/wiki/SRC/config/ **/ /** * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder **/ #ifndef DISABLE_RENEWAL /// game renewal server mode /// (disable by commenting the line) /// /// leave this line to enable renewal specific support such as renewal formulas ///#define RENEWAL /// renewal cast time /// (disable by commenting the line) /// /// leave this line to enable renewal casting time algorithms /// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats. /// example: /// on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a /// "fixed cast time" which can only be reduced by specialist items and skills ///#define RENEWAL_CAST /// renewal drop rate algorithms /// (disable by commenting the line) /// /// leave this line to enable renewal item drop rate algorithms /// while enabled a special modified based on the difference between the player and monster level is applied /// based on the http://irowiki.org/wiki/Drop_System#Level_Factor table ///#define RENEWAL_DROP /// renewal exp rate algorithms /// (disable by commenting the line) /// /// leave this line to enable renewal item exp rate algorithms /// while enabled a special modified based on the difference between the player and monster level is applied ///#define RENEWAL_EXP /// renewal level modifier on damage /// (disable by commenting the line) /// // leave this line to enable renewal base level modifier on skill damage (selected skills only) ///#define RENEWAL_LVDMG /// renewal enchant deadly poison algorithm /// /// leave this line to enable the renewed EDP algorithm /// under renewal mode: /// - damage is NOT increased by 400% /// - it does NOT affect grimtooth /// - weapon and status ATK are increased ///#define RENEWAL_EDP /// renewal ASPD [malufett] /// (disable by commenting the line) /// /// leave this line to enable renewal ASPD /// - shield penalty is applied /// - AGI has a greater factor in ASPD increase /// - there is a change in how skills/items give ASPD /// - some skill/item ASPD bonuses won't stack ///#define RENEWAL_ASPD #endif // DISABLE_RENEWAL #endif // _CONFIG_RENEWAL_H_
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mr sevenz can i have your pre-renewal item_db bka dyan nga po problema
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// Copyright © Hercules Dev Team, licensed under GNU GPL. // See the LICENSE file // Portions Copyright © Athena Dev Teams #ifndef _CONFIG_RENEWAL_H_ #define _CONFIG_RENEWAL_H_ /** * Hercules configuration file (http://herc.ws) * For detailed guidance on these check http://herc.ws/wiki/SRC/config/ **/ /** * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder **/ #ifndef DISABLE_RENEWAL /// game renewal server mode /// (disable by commenting the line) /// /// leave this line to enable renewal specific support such as renewal formulas ///#define RENEWAL /// renewal cast time /// (disable by commenting the line) /// /// leave this line to enable renewal casting time algorithms /// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats. /// example: /// on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a /// "fixed cast time" which can only be reduced by specialist items and skills ///#define RENEWAL_CAST /// renewal drop rate algorithms /// (disable by commenting the line) /// /// leave this line to enable renewal item drop rate algorithms /// while enabled a special modified based on the difference between the player and monster level is applied /// based on the http://irowiki.org/wiki/Drop_System#Level_Factor table ///#define RENEWAL_DROP /// renewal exp rate algorithms /// (disable by commenting the line) /// /// leave this line to enable renewal item exp rate algorithms /// while enabled a special modified based on the difference between the player and monster level is applied ///#define RENEWAL_EXP /// renewal level modifier on damage /// (disable by commenting the line) /// // leave this line to enable renewal base level modifier on skill damage (selected skills only) ///#define RENEWAL_LVDMG /// renewal enchant deadly poison algorithm /// /// leave this line to enable the renewed EDP algorithm /// under renewal mode: /// - damage is NOT increased by 400% /// - it does NOT affect grimtooth /// - weapon and status ATK are increased ///#define RENEWAL_EDP /// renewal ASPD [malufett] /// (disable by commenting the line) /// /// leave this line to enable renewal ASPD /// - shield penalty is applied /// - AGI has a greater factor in ASPD increase /// - there is a change in how skills/items give ASPD /// - some skill/item ASPD bonuses won't stack ///#define RENEWAL_ASPD #endif // DISABLE_RENEWAL #endif // _CONFIG_RENEWAL_H_
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sevenzz sakin po ung #1 wala negative #2 na try kuna sya pero ayaw pdin po #3 eto po script 4281,Zipper_Bear_Card,Zipper Bear Card,6,20,,10,,,,,,,,2,,,,,{ bonus bBaseAtk,30; bonus2 bSPDrainValue,-1,0; if(BaseClass==Job_Merchant) bonus bUnbreakableWeapon,0; },{},{}
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Problem #2 eto po ung sa battle.c ko wala po ung Grimtooth ... //-------------------------------------------------------------- // Hercules Battle Configuration File // Originally Translated by Peter Kieser <[email protected]> // Made in to plainer English by Ancyker //-------------------------------------------------------------- // Note 1: Value is a config switch (on/off, yes/no or 1/0) // Note 2: Value is in percents (100 means 100%) // Note 3: Value is a bit field. If no description is given, // assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary) //-------------------------------------------------------------- // Who should have a baseatk value (makes str affect damage)? (Note 3) enable_baseatk: 9 // Who can have perfect flee? (Note 3) enable_perfect_flee: 1 // Who can have critical attacks? (Note 3) // (Note that there are some skills that always do critical hit regardless of this) enable_critical: 17 // Critical adjustment rate for non-players (Note 2) mob_critical_rate: 100 critical_rate: 100 // Should normal attacks give you a walk delay? (Note 3) // If no, characters can move as soon as they start an attack (attack animation // or walk animation may be omitted client-side, causing cropped attacks or // monsters that teleport to you) // Otherwise, the delay is equal to the 'attack animation' (amotion) attack_walk_delay: 15 // Move-delay adjustment after being hit. (Note 2) // The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration. // NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below. pc_damage_walk_delay_rate: 20 damage_walk_delay_rate: 100 // Move-delay adjustment for multi-hitting attacks. // When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be // unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds. // 80 is the setting that feels like Aegis (vs Sonic Blows) // 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder) multihit_delay: 80 // Damaged delay rate for players (Note 2) // (Setting to no/0 will be like always endure) player_damage_delay_rate: 100 // Should race or element be used to consider someone undead? // 0 = element undead // 1 = race undead // 2 = both (either one works) undead_detect_type: 0 // Does HP recover if hit by an attribute that's same as your own? (Note 1) attribute_recover: no // What is the minimum and maximum hitrate of normal attacks? min_hitrate: 5 max_hitrate: 100 // Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player // 0 = no penalty is applied // 1 = agi_penalty_num is reduced from FLEE as a % // 2 = agi_penalty_num is reduced from FLEE as an exact amount agi_penalty_type: 1 // When agi penalty is enabled, to whom it should apply to? (Note 3) // By default, only players get the penalty. agi_penalty_target: 1 // Amount of enemies required to be targetting player before FLEE begins to be penalized agi_penalty_count: 3 // Amount of FLEE penalized per each attacking monster more than agi_penalty_count agi_penalty_num: 10 // Type of penalty that is applied to both equipment and vit DEF when more than vit_penalty_count monsters are targetting player // 0 = no penalty is applied // 1 = vit_penalty_num is reduced from DEF as a % // 2 = vit_penalty_num is reduced from DEF as an exact amount vit_penalty_type: 1 // When vit penalty is enabled, to whom it should apply to? (Note 3) // By default, only players get the penalty. vit_penalty_target: 1 // Amount of enemies required to be targetting player before defense begins to be penalized vit_penalty_count: 3 // Amount of VIT defense penalized per each attacking monster more than vit_penalty_count vit_penalty_num: 5 // Use alternate method of DEF calculation for physical attacks. // With 0, disabled (use normal def% reduction with further def2 reduction) // At 1 or more defense is subtraction of (DEF* value). // eg: 10 + 50 def becomes 0 + (10*type + 50) weapon_defense_type: 0 //MDEF‚same as above....(MDEF*value) magic_defense_type: 0 // Change attacker's direction to face opponent on every attack? (Note 3) attack_direction_change: 15 // For those who is set, their innate attack element is "not elemental" // (100% versus on all defense-elements) (Note 3) // NOTE: This is the setting that makes it so non-players can hit for full // damage against Ghost-type targets with normal attacks (eg: vs. Ghostring). attack_attr_none: 14 // Rate at which equipment can break (base rate before it's modified by any skills) // 1 = 0.01% chance. Default for official servers: 0 equip_natural_break_rate: 0 // Overall rate of which your own equipment can break. (Note 2) // This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate // (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's // weapon will be broken. equip_self_break_rate: 100 // Overall rate at which you can break target's equipment. (Note 2) // This affects the behaviour of skills like acid terror and meltdown equip_skill_break_rate: 100 // Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1) // NOTE: The official setting is yes, even thought it degrades performance a bit. delay_battle_damage: yes // Are arrows/ammo consumed when used on a bow/gun? // 0 = No // 1 = Yes // 2 = Yes even for skills that do not specify arrow consumption when said // skill is weapon-based and used with ranged weapons (auto-guesses which // skills should consume ammo when it's acquired via a card or plagiarize) arrow_decrement: 0 // Should the item script bonus 'Autospell' check for range/obstacles before casting? // Official behavior is "no", setting this to "yes" will make skills use their defined // range. For example, Sonic Blow requires a 2 cell distance before autocasting is allowed. // This setting also affects autospellwhenhit. autospell_check_range: no problem #3 opo kasu hndi tlga na effect kasi ung zipper bear prang wala lng walang dagdag ang alam ko sipper bear mas malakas sa tg if WS char
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1 Problem Negative Defense : 99 Max def pag lumampas sa 99 mag nenegative 2 Problem Grimtooth : Hndi nagana EDP ( Pre-Renewal ) 3 All +ATK Equip / Cards : Hndi nadagdag sa ATK HELP ME Thank you in advance