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Rytech

High Council
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Everything posted by Rytech

  1. Of course it still uses the old classic game mechanics. Thats the main purpose of the project. This update just allows certain renewal skills to adjust ASPD by a fixed amount.
  2. You got it all wrong. According to the skill desc on those double cast skills.... The chance of it double casting appears once you reach level 30 and go up by chance with each level after.
  3. =General *Updated the ranking type table. *Cleaned and organized the ITEMID table. *Added the itemid_is_holy_bullet check. -This checks for equipped holy bullets. *Added the status_calc_aspd_amount function. -This allows for adjusting ASPD by a fixed amount through status's. -You can do fixed increases and decreases with the function as well. -Note: Keep in mind that it follows the same exact fixed ASPD -adjustment mechanics like the item bonus does. Items and status's -that changes ASPD by a percent (rate) will alter the fixed amount. -This is normal and is also normal on official server's as well. =Skills *RL_P_ALTER *RL_HEAT_BARREL -Added support for these skills. Forgot to put in the log.... *RK_FIGHTINGSPIRIT -Now increases ASPD by a fixed amount instead of a percentage.
  4. This is something thats long overdue but its finally being done. In the past, only status I knew of that changed ones ASPD by a fixed amount is the Rune Knight's Fighting Spirit and never bothered on doing a full official mechanic coding since its just one. Now looking at things today there's a few status's that do adjust ASPD by a fixed amount, including a new one being added for r801 Heated Barrel. /// Calculates an object's ASPD modifier by a fixed amount. /// Calculation is done before aspd_rate. /// Note that the scale of aspd_amount is 10 = 1 ASPD. static short status_calc_aspd_amount(struct block_list *bl, struct status_change *sc, int aspd_amount) { if( !sc || !sc->count ) return cap_value(aspd_amount,0,SHRT_MAX); if( sc->data[SC_FIGHTINGSPIRIT] ) aspd_amount += 4 * sc->data[SC_FIGHTINGSPIRIT]->val2; if( sc->data[SC_HEAT_BARREL] ) aspd_amount += 10 * sc->data[SC_HEAT_BARREL]->val1; return (short)cap_value(aspd_amount,0,SHRT_MAX); } Hoped more people would guess on what status_calc_aspd_amount was when I teased it with a clue in the group but barely anyone did. Talk about boring. So there's a item bonus that allows for this same exact mechanic but only 2 items use it. 1165,Masamune and 1191,Alca_Bringer. I wanted to use this bonus with status's as well but the item bonus was limited to players and trying to make it work with other entity's could cause the item bonus to work on other types not intended. Didn't want that. So a new setup was made to properly work with not only players, but also on homunculus, mercenarys, monsters, and elementals which works much better. However, it does follow the same mechanic as the item bonus does which makes it not give as much of a bonus when ASPD rate adjustments are taken in. If I have 2 hand quicken lv 10 active, the 4 ASPD fighting spirit gives ends up becoming 3. This is normal as the Masamune weapon also ends up giving a 1 increase with that and a berserk pot on. Even in official this behavior happens according to this entry from the wiki... Expect this and Heated Barrel to come out in r801. Update is also focusing on other Rebellion buff skills and similar things.
  5. =General *REVISION 800!!!! -Wow 800 revisions already. The project has come a long way. -To celebrate, here's the first update to the Rebellion job. -Many more updates for the job will follow. =Skills *Rebellion -All skills with a cast time are now interruptible. -Added weapon, ammo, coin (sphere), and item requirements for skills. *RL_MASS_SPIRAL -Damage formula updated. -Now deal piercing damage (Ice Pick / Thanatos Card). -Is now forced neutral. -Now ignores FLEE. -Now has a chance of causing bleeding. *RL_BANISHING_BUSTER -Added support. -Does not remove buffs yet. Will be added in another update due -to the mechanics of the skill being complex. *RL_R_TRIP -Added full support.
  6. =General *Fixed a compile error that was detected by the Travis CI system. -This fix is for linux compilers basicly.
  7. Updated the original post. Added a list of all the existing skill tags and info on each of their status. If players are wondering about which skills work and don't work, copy this list into a topic on your forums. Also ill be posting additional info on things about certain skills as I code them.
  8. Lets just call them Rebels. *cough* So its been over 2 and a half years since the class was released back in August of 2013 in kRO. Thats a long time and yet barely any of their skills work. You can play as one to get a higher base level, higher stats, access more powerful weapons, the usual but very few skills are usable. Well enough waiting. Time to get skills working. ill be trying to code their skills in by ID order but if something feels to be complex or can't be coded in right away due to a needed function lacking then ill skip it for later. RL_GLITTERING_GREED --> No Info RL_RICHS_COIN --> 100% Working RL_MASS_SPIRAL --> 100% Working (Note 1) RL_BANISHING_BUSTER --> Partly Working (Note 2) RL_B_TRAP --> Partly Working RL_FLICKER --> Not Coded RL_S_STORM --> Not Coded RL_E_CHAIN --> 100% Working RL_QD_SHOT --> Not Coded RL_C_MARKER --> Partly Working (Note) RL_FIREDANCE --> Not Coded RL_H_MINE --> Partly Working (Note) RL_P_ALTER --> Not Coded RL_FALLEN_ANGEL --> Not Coded RL_R_TRIP --> 100% Working (Note 3) RL_D_TAIL --> Not Coded RL_FIRE_RAIN --> Not Coded RL_HEAT_BARREL --> Not Coded RL_AM_BLAST --> Not Coded RL_SLUGSHOT --> 100% Working (Note) RL_HAMMER_OF_GOD --> Not Coded RL_R_TRIP_PLUSATK --> Not Coded RL_B_FLICKER_ATK --> Not Coded RL_GLITTERING_GREED_ATK --> No Info Note 1 ================ RL_MASS_SPIRAL is turning out to be a interesting skill as info from testers on the warp portal forums are saying this skill is basicly a 10x damage ice pick. This is because level 5 deals 1000% damage + bonus damage depending on the targets DEF. I guess its 1000% dealed through this pick like damage in the same way that MO_INVESTIGATE does. Interesting. I already recoded this in for r799 and even tho the damage feels its reduced greatly on low DEF targets, anyone with a good bit of DEF and VIT DEF will be feeling it. Its a good skill to use on something with high DEF and VIT like a strong MVP or a Rune Knight / Royal Guard who are covered in think armor and defensive skills. It also has a 15 cell cast range which is screen range but the downside to the skill is that 2 of the 3 second cast is fixed but you can reduce that by 1 sec with a properly casted heated barrel (soon to be coded in as well) but then it has a 10 second cooldown. Finally, there's a high chance to cause bleeding and in my tests when I was capturing timer data, my other test character seemed to get the status almost every time. It has to be AT LEAST 50% chance if not more. Maybe its 70 or 80. ill go with 50 for now. The skill doesnt consume bullets but it consume 1 of the item Full Metal Jacket. Being like MO_INVESTIGATE it might be forced neutral too and also hit/flee may also not play a role. Well see how it plays out when released. ================ Note 2 ================ I got the splash 5x5 damage added, but it gets complex after that. The dispell effect only happens on the enemy you targeted and NOT the other enemys hit. But with that said, im feeling it should only happen if you actually hit the target. I can keep it limited to the targeted enemy, but to only happen when hit means I need to put the dispell part in the functions skill_additional_effect. Problem is that I need to set a flag for the original target so that the dispell in skill_additional_effect will only trigger on that target, but the function doesn't accept flags. Thats just part of my problem. I have yet to figure out how to limit the dispell code to how many buffs it can remove depending on the used skill level. Just a complex skill thats best to revisit later. ================ Note 3 ================ Round Trip accord to the description "When hit, enemies are knocked out of the skill's range.". To me this sounds like the skill will always knock you back as much as needed to push you out of the skill range. I tried using a fixed range the same as the splash size, but it was too much as hitting someone at the edge of the AoE would just get knocked back another 6 cells nearly out of viewing range. To resolve this I set the skill to knock back enemys to the first cell outside the skill's AoE range. Felt right after that. Still want a confirm whenever. Also the knock back into the wall damage is not yet coded. ================
  9. Ummmm.....thanks? It was just a quick fix. Nothing major. xD
  10. The upload system has been fixed and im able to upload the newest version. Sorry for the delay. V1.4 *Added alternate Royal Guard outfit.
  11. Ooops. Thanks for letting me know. xD
  12. Rytech

    3ceam-Helper

    Anyone wanting to learn things can simply look at the stuff in the Doc folder which is full of documents and some examples of NPC scripting. Also anyone looking to learn scripting can look at other scripts in the NPC folder as another example. ill leave this topic here for others to see and also if anyone wants to suggest something. As for the script, I agree its extremely simple and basic and offers too little to be worth a upload. Its just a simple npc that welcomes players to the server.
  13. Made a topic for this.... http://herc.ws/board/topic/12089-3ceam-svngit-and-group/
  14. 3CeAM has both a SVN and a GIT you can access. There's also a group if interested in joining. Below are links to the different sites.... Note: This project emu uses pre-renewal (classic) game mechanics. THIS IS NOT A FULL RENEWAL PROJECT!!! 3CeAM SVN At SourceForge https://sourceforge.net/projects/v1-3ceam/ 3CeAM-Flux Control Panel https://sourceforge.net/projects/v1-3ceam-flux/ 3CeAM GIT At GitHub https://github.com/3CeAM/3CeAM 3CeAM Group At Facebook https://www.facebook.com/groups/3CeAM/ 3CeAM Discord https://discord.gg/R3c3FwN
  15. =General *Fixed a issue where mapflag and warp errors would appear when -starting the map server. Ordeal's -3 and -4 was removed in r797 -since they no longer exist in the client.
  16. V1.4 Released *Added alternate Royal Guard outfit. *Edit* I had to rollback to 1.3 since for some reason the file for 1.4 won't upload. Everything I try to upload to Herc's downloads fails for some reason.
  17. Added 2 skill fixes in for r797 and finalized the update. r798 will be focused on recoding the SUMMER2 outfit for official handling. Note: Development will be slowed for a while due to testing on a official server for Rebellion skills.
  18. =General *Added 18 new maps and rebuilt the entire map cache. -The cache was rebuilt to replace the old Prontera map data with -that of the new one released in Feburary of 2015 as there was a -lot of dead spots. If your using the old version of the map after -this update you will run into dead spot issues. -Remember that the new prontera map requires a 2015 client to load -properly without crashing. *Updated the message of the day file to refer to 3CeAM. *The bodystyle command now works for Mechanic and Royal Guard. -Also added place holder code for the other 3rd jobs. *Updated the pc_maxparameter code. -The update optomizes checks for certain jobs to inherit certain maxes. -Example being the Summoner job has a max stats of 120. A 2nd job for -Summoner will likely happen soon and the code will pass the max onto -the 2nd job version once added. *skill_castfix function update to prepare for 2nd wave Summoner skills. =Jobs *Summoner -Added official bonus stats from job levels. -Max stats is now set by max_parameter_renewal_jobs (Default: 120). -Skill cast times now follow the renewal variable/fixed cast system. -Max ASPD is now set by max_aspd_renewal_jobs (Default: 190). -marionette_renewal_jobs setting now affects them. =NPC *The custom 3CeAM stylist now changes body styles for Mechanic and -Royal Guard. =Skills *RK_REFRESH/NAUTHIZ_RUNE -Now usable while in the following status's.... -Stone / Frozen / Stun / Sleep / Silence / Deep Sleep / Crystalize *ALL_ODINS_POWER -Fixed a issue where the skill would fail when standing on a Land -Protector area.
  19. Ahhh I get it now. I never noticed that small difference. +1 to you for noticing that.
  20. Due to a upcoming testing session on a official server (maybe) ive decided to focus this update on some small things. The update started with me getting annoied with random dead zones (unwalkable spots) on the new prontera map which needed to complete cache rebuild. I added some maps after and it lead to me doing a small update. The current log is as follow.... ================ =General *Added 18 new maps and rebuilt the entire map cache. -The cache was rebuilt to replace the old Prontera map data with -that of the new one released in Feburary of 2015 as there was a -lot of dead spots. If your using the old version of the map after -this update you will run into dead spot issues. -Remember that the new prontera map requires a 2015 client to load -properly without crashing. *Updated the message of the day file to refer to 3CeAM. *The bodystyle command now works for Mechanic and Royal Guard. -Also added place holder code for the other 3rd jobs. *Updated the pc_maxparameter code. -The update optomizes checks for certain jobs to inherit certain maxes. -Example being the Summoner job has a max stats of 120. A 2nd job for -Summoner will likely happen soon and the code will pass the max onto -the 2nd job version once added. *skill_castfix function update to prepare for 2nd wave Summoner skills. // Too much to recode. Will need to focus a update entirely on this. // To be done in r798 *Recoded the SUMMER2 body costume outfit to use the DRESS_UP -status as this is the official way to display it. -Note: Official appears to abandon the use of OPTION masks for future -costume body sprites. Instead they are using a statu to display them. -Its just like how rental mounts are shown, except this status has a value -for selecting outfits. Currently only 1 exists. =Jobs *Summoner -Added official bonus stats from job levels. -Max stats is now set by max_parameter_renewal_jobs (Default: 120). -Skill cast times now follow the renewal variable/fixed cast system. -Max ASPD is now set by max_aspd_renewal_jobs (Default: 190). -marionette_renewal_jobs setting now affects them. =NPC *The custom 3CeAM stylist now changes body styles for Mechanic and -Royal Guard. =Skills *RK_REFRESH/NAUTHIZ_RUNE -Now usable while in the following status's.... -Stone / Frozen / Stun / Sleep / Silence / Deep Sleep / Crystalize *ALL_ODINS_POWER -Fixed a issue where the skill would fail when standing on a Land -Protector area. ================ Any more small things you think I can quickly fix, report it here and ill try to get it in before the release.
  21. This is a list of planned tasks I need to do for 3CeAM. There's also some code im placing here to remind me of efficient ways to code certain things. Finally, notes and references to certain official updates is listed to remind me of when this and that was made official. List of Things To Do ================================ Redo status SC's tags and IDs arrangement. <-- DONE Rename config names to reflect what they do. <-- DONE Switch renewal skill timers to the new file and format. <-- DONE Note: These are for optimizing Change Super Novices back to 2nd job and Extended version to 3rd. <-- DONE Add support for mounting on different colored dragons. <-- DONE. Check all IsMount and CheckMount coding. Warg and Falcon for sure. <-- DONE Add support for all of the latest costume outfits. <-- DONE Check the sex change code. <-- DONE. Check Elemental Spirits cast targeting animation code. Note: Got 3 of these things to add in. Oh boy. Note To Self: Best to group all the costume outfit masks into one like how the dragons were done. Work on Sura combo skills. <-- DONE Check if any exploits exist in the Sura combo system. Make Hundred Spear cancel on weapon switch. <--DONE Update Hells Plant damage formula. <-- DONE Recode Dragon Breath to its new official behavior. Recheck Self Destruction to make sure its official. Redo White Imprison. <-- DONE Check Tiger Cannon's code. <-- DONE Check Strip Accessory code. Redo the entire skill restriction file. <-- DONE Update the list of skills usable by Rangers when riding a warg. <-- DONE Update the list of skills usable by Mechanics when riding in a mado. <-- DONE Note: Current skill bugs I want to get fixed. Note To Self: Check eAthena for updates for optimizing the current combo system and add a certain needed packet to make it much easier to add the Sura combo skills. Fix select cart glitch. <-- DONE Added support for the 10k range NPC ID's. <-- DONE Recode the SUMMER2 outfit to use the DRESS_UP status. Add support for headgears with special effects animations. Note 2: SUMMER2 is confirmed to use a status to appear instead of a OPTION. Works just fine as is but a official coding is best for future outfits. Code in player killer ranking. Note: Feature I want to add in. Im sure many users will enjoy this. Note To Self: Must code in a 2nd fame point tracker seprate from the regular one to allow ranking on more then one fame list. Add falcon flute. <-- DONE Redo all Genetic foods and potions. <-- DONE Recheck all items and update things as needed. <-- DONE Add new Rebellion items. <-- DONE Recheck Rebellion items. Add Doram's Summoner items. Note: Finally got fuly accurate details on each of the potions and need to redo them all to fix things. Code Insignia skills. <-- DONE Code remaining mutated homunculus skills. Code Oboro exclusive skills. Code 3rd job level expansion skills. Code Rebellion skills. Code Summoner skills Note: Lots and lots of skills to code in. This is goina be fun. Fix Dark Claw and Unlimit visuals. <--DONE Add Unlimits block on PVP maps and turbo room. <--DONE Make Hundred Spear cancel out when switching weapons. <--DONE Fix visual for Millennium Shield and Force of Vanguard's rage counters. Add hidden NPC fix. <--DONE. Complete Full Throttle. <-- DONE Note: Rebound's movement speed reduction and sweat animation added. Still needs more work, but didn't have internet to look up other info. Fix ASPD and Movement Speed calculations. <-- DONE Fix Genetic's potions. <-- DONE Update Rune Knight and Genetic crafting animations. Fix Chaos Panic, Maelstorm, and Bloody Lust. Fix Pinpoint Attack and Warg Rider. <-- DONE Check Minstrel/Wanderer sex exclusive skills. <-- DONE The check on learned lesson level might be applied on other players. Note: Job level check is being done incorrectly. Make Guillotine Cross poisoning weapon status not dispellable. <-- DONE Fix Highness Heal or recode it completely. Also check skill_calc_heal code. Also make it fail if Heal isnt learned for fail reason 16. Test Camouflage on official and code in officially. Also test Stealth Field to see if it affects caster. Fix Unlimited Humming to make casting uninterruptable. <-- DONE Use a card, skill, or equip for a code example. Make Hell Inferno a 2 hit skill. Once for fire and once for shadow. Fix Ray of Genesis damage formula. <-- DONE Fix positioning issues with skills that warps the player to the target. Example being Phantom Spear, Pinpoint Attack, Knuckle Arrow, Cross Cut. Fix sitting glitch for force sit from banana bombs. Checked it and its working properly but not working on IntenseRO for some reason. Fix change cart glitch. <-- DONE Fix Hovering not blocking Quagmire. Fix White Imprison. <-- DONE Fix OP issue with homunculus. <-- DONE Fix runes to be usable while silenced. Add list of skills not castable on players in a mado. <-- DONE Fix Reading Spellbook to its official possible max spell storage cap. <-- DONE Its set to 10 and im seeing only 7 slots. Added common status support for Guillotine Cross poisons. Poisons are grouped into a handicap state called NEW_POISON. Note: Done and treated as common, but monsters arnt aware of this. Recheck status defense code. Add Shield Spell Lv 3 status resistance effect. <-- DONE Recode Reverberation and Poem of The Netherworld. <-- DONE Fix Severe Rainstorm to now show dmotion repeatly. <-- DONE Fix refine effects for items. <-- DONE Update list of status's blocked by GTB. Optomize status display code for all renewal skills. Optomize code for skills that removes status's. Recheck all Minstrel/Wanderer's status AoE's skill success chances. Some of the success are for the status, not for the casting of the skill. Fix Maelstorm to remove AoE's. Fix AB_SILENTIUM duration. Merge Spirit Sphere and Charms systems together. Note: Aegis appears to use spheres and charms on the same system. This means the spirit sphere system was updated to support types which effects a number of things, including what packet to send to display the spheres. Important Codes ================================ Remember This. This Is Important!!!! if( tsc && dstmd->status.mode&MD_BOSS ) { const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP }; for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) if (tsc->data) status_change_end(bl, (sc_type)i, INVALID_TIMER); for (i = 0; i < ARRAYLENGTH(scs); i++) if (tsc->data[scs]) status_change_end(bl, scs, INVALID_TIMER); } for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ ) { status_change_end(bl, (sc_type)i, INVALID_TIMER); } Extra Info, References, And Notes ================================ Stealth Field SP cost is changed (80/100/120). Variable cast time is removed. Skill reuse delay is changed. Skill area of effect is changed (3x3 cells -> 5x5 cells). The SP cost over time is changed (3 seconds 1% / 4 seconds 1% / 5 seconds 1%). Ranged damage reduction is changed from 30% to 20%. ^^^--Think it means movement reduction. Thorn Wall - Thorn Wall changed to deal a maximum of 16 hits. - Thorn Wall will now disappear properly when its health hits 0. 8/14/2012 Skill Balance Update - Changed Warlock skill: White Imprison to trigger skill re-use delay even when the skill fails. - Changed Giearth card to properly provide immunity to chaos status from Shadow Chaser skill: Chaos Panic. - Fixed an issue with Dark Priest monster where the blind status effect inflicted by the monster did not dissipate properly. - Due to an issue with NPC, character movement changes have been reverted back until it's fixed. Clicking on a dead cell would result in the character not moving at all previously. With the character movement update, clicking on a dead cell will result in the character moving towards the dead cell until it is stopped by an obstacle or dead cell. - Changed Banana bomb to reduce target's LUK instead of STR. - Fixed skill description error with Wanderer/Maestro skill: Reverberation where the skill AoE was incorrectly stated as 3x3 instead of 5x5. - Adjusted some 3rd class skill balance and errors. Rune Knight Death Bound - For 2 seconds after using the skill, teleport skill or items with similar effect will have 1 second fixed cast time. Rune Mastery - Rune creation method has been simplified. Deleted the interface window that pops up after clicking on the rune material. Asir rune: Fighting Spirit - Fixed a bug where the rune stone effect would give additional bonus to a rune knight in a 1 person party compared to a rune knight that's not in a party. Nosiege rune: Refresh - Changed the rune stone to be usable while in Frozen, Stun, Deep Sleep, Sleep, Petrification and Crystallization status. Ranger Warg Bite - Adjusted SP cost to 40/42/44/46/48. Camouflage - Fixed a bug where a ranger in camouflage state could be targeted by single target skills. Shadow Chaser Man Hole - Fixed a bug where man hole skill could be placed to overlap with eachother. Wanderer/Maestro Song of Despair - Fixed a bug where song of despair skill could be placed to overlap with eachother. Destruction Song - The following additional skills will be removed from targets affected by Destruction song: Song of Despair, Lerad's Dew, Infinite Humming. Saturday Night Fever - Added additional conditions to the skill. This skill works against Players and Monsters only. Targets in Cloaking or Hiding status will not be affected by the skill. Sura Lion's Howling - Fixed Fear status chance on skill activation. The following additional skills will be removed from targets affected by Lion's Howling: Song of despair, Lerad's Dew, Infinite Humming. Genetic Demonic Fire - Fixed a bug where a character sometimes could not move to another cell within the skill's AoE. Sling Item - Fruit bombs will only take effect if the target takes damage. - Banana bomb's LUK decrease will only take effect if target takes damage. - Coconut bomb's Stun and Bleeding status will only take effect if target takes damage. - Melon bomb's movement and attack speed reduction will only take effect if target takes damage. Royal Guard Shield Spell - Fixed an issue where level 3 shield spell's status resistance option was not applied. General The status icon (such as burning or freezing) will no longer be visible to other players when the target is in Hiding or Cloaking status. Balance Update iRO (Appears to be from past kRO fixes and stuff) Alchemist class [biochemist] Acid Bomb damage is now properly reduced by Crusader skill [Defending Aura] [biochemist] Acid Bomb will no longer hit a mechanic when he is in Neutral Barrier [Genetic] Cannon Ball will not de-equip when killed [Genetic]Cart Cannon changed, when used with a cannon ball with a non neutral element the skill will use that element in its attack. [Genetic]Blood Sucker damage fix [Genetic] When knockback is disabled (either by map or item), thorn wall will no longer deal rapid consecutive hits. [Genetic]Fixed a bug with skill: Sling Item where certain fruit bombs would cause damage to the Genetic [Genetic]Skill Sling Item will no longer work on other players in town Blacksmith Class [Mechanic] Pile Bunker range distance fixed [Mechanic] (Madogear) Fixed a problem where Burning status was not applied when using FlameLauncher. [Mechanic] Silver Sniper Mechanics skill attack damage to monsters (Plants) [Mechanic] Fixed a bug with FAW: Silver Sniper where it would deal an abnormal damage to plant monsters. [Mechanic] skill: Pile Bunker now has 3 cell range regardless of skill level. Sage Class [scholar] [sorcerer]Fixed an issue where the sorcerer skill 'Psychic Wave' would deal damage to targets on magnetic earth. [sorcerer] Killing Cloud damage is no longer reflected by Shield Reflect. [sorcerer] Extreme Vacuum skill fixed so that the skill will always execute properly. Wizard Class [Wizard] Fixed an issue where ice walling the spawn point of a map would cause the person to teleport to a random tile on that map. [Warlock]Stasis skill effect to be removable by certain skills (Status Recovery, Dispell and Clearence. ). [Warlock] Earth Strain no longer divests units which are in White Imprison. [Warlock]Fixed a bug where Marsh of Abyss would not remove Increase Agility buff from the target(s) [Warlock]Fixed a bug with Recognized Spell where the increased SP cost of skills was not working properly. [Warlock]Fixed a bug with skill 'Earth Strain' where players killed by the skill would experience the strip effect persist past its skill duration. [Warlock]The Wizard Soul buff now removes the gemstone requirement for the Warlock skill Sienna Execrate Priest Class [Priest]Fixed an issue where the sanctuary effect would display when a sorcerer summoned spirit enters a sanctuary. [Archbishop] Fixed skill: Clearance to properly remove the following effects. Genetic - Blood Sucker Guillotine Cross - Venom Impress Rune Knight - Isia rune, Urj rune Hallucination and Fear status [Archbiship] Fixed a bug where the Arch Bishop skill Expiatio could not be usable in towns and general fields. Monk Class [sura]Changed Sura skill: Lion Howling to also remove de-buffs inflicted by friendly targets. [sura] Lightning Walk skill attack range change [sura] Knuckle Arrow skill's Knockback damage applied to Boss monsters. [sura]Increased the Stun chance for Sura skill: Dragon Combo. Assassin Class [Guillotine Cross] Fixed an issue where cloaking Exceed where casting Hiding or Cloaking while under the effect of Cloaking exceed would temporarily reveal the Guillotine Cross. Rogue Class [Chaser]When casting 'Chaos Panic' skill while the maximum number of allowed instances of the skill are active, it will replace the earliest instance of the skill. [Chaser]Changed Shadow Chaser skills: 'Maelstrom' and 'Chaos Panic' to no longer be usable near portals. Hunter Class [Hunter] Fixed an issue with trap using classes where traps were not always visible when being placed. [Hunter] Fixed an animation bug with hunter-class companions (Falcon and Warg) [Ranger] Camouflage now ends when the ranger uses any skill. [Ranger] Cluster Bomb damage to be affected by Trap Research skill. [Ranger] Fixed a bug with skill 'Verdure Trap' where element change was not working properly. [Ranger] Corrected a damage issue with the Ranger Skill 'Warg Strike'. [Ranger] Fixed a bug where skill name and animation would not show when using Ranger skills: Electric Shocker, Magenta Trap, Cobalt Trap, Maze Trap, Verdure Trap. Performer Class [bard/Dancer] Fixed a bug where using Bard/Dancer skill: Harmonic Lick and Battle Theme would consume incorrect amount of SP. [Maestro/Wanderer]Changed Maestro/Wanderer skill: Saturday Night Fever to deal random damage when more than 7 people are affected by the skill. [Maestro/Wanderer] If target has no frenzy status, wanderer,minstrel can reuse saturdaynightfever skill state 11/08/2011 kRO Changed the number of Mora coins awarded by Mora quests and the number of coins needed to exchange for equipments. Fixed an error with Kagerou/Oboro skill: Overthrow where it would not correctly target players in skill range. Changed to no longer allow Oboro skill: Ominous Crimson Moonlight to be cast on friendly targets. Changed to no longer allow Kagerou/Oboro skill: Illusion - Shock to be cast on friendly targets. Fixed an issue with Seal Release skill where it would use an incorrect element when activated. Changed to no longer allow Kagerou/Oboro skill: Illusion - Killing Curse to be cast on monsters. Implemented Skill balance for Kagerou and Oboro. * Illusion - Afterimage: Adjusted image's Max HP. * Illusion - Attraction: Adjusted success rate. * Shadow Step: Adjusted to only affect targets in hiding/cloaking status. Duration adjusted. * Illusion - Killing Curse: Adjusted success rate. * Illusion - Shock: Adjusted success rate. * Makibishi: Changed skill Area of Effect to only spray caltrops near the Caster's cell. * Overthrow: Changed to Area of Effect skill. Skill hit chance is adjusted and it deals splash damage. * Exploding Kunai: Adjusted Aftercast Delay. Changed skill targeting to ground target. * 16th Night: Duration adjusted. 12/07/2011 kRO Adjusted Kagerou and Oboro skill balance Exploding Kunai: Damage formula changed. It is now considered splash attack. This skill will no longer be affected by caster's weapon element. Fire Seal - Scorching Fire: Flaming Petal and Blaze Shield bonus damage option has been changed. Exploding Dragon bonus damage added. Water Seal - Snow Storm: Freezing Spear and Snow Flake Draft bonus damage option has been changed. Wind Seal - Turbulent Air: Added Wind Blade bonus damage option. Changed Lighting Jolt and First Wind bonus damage option. Release Seal: Increased damage formula. Shadow Warrior: This buff is no longer removed after taking certain amount of damage. Distorted Crescent Moon: Target's Current HP and SP value effects the ATK/MATK change instead of target's base level. Fading Moonlight Illusion: Target's Current HP and SP value effects HP/SP increase or decrease. Now reflects both magic and physical damage, and the skill level determines the amount of damage reflected. 16th Night: Adjusted MATK increase. 12/14/2011 kRO - Kagerou & Oboro skill balance is implemented Illusion: Afterimage - Adjusted image's HP, duration and skill re-use delay. Illusion: Attraction - Success rate adjusted. Shadow Step - Changed to affect targets under special conditions. Duration changed. Illusion: Killing Curse - Success rate adjusted. Illusion: Shock - Adjusted success rate, stat reduction, and duration. Makibishi - Cast range changed to ground near caster's vicinity. Overthrow - Changed to AoE attack, and skill HIT rate. Now deals splash damage. Exploding Kunai - Adjusted cast time and damage formula. and changed skill targeting to 1 cell ground target. No longer affected by weapon's element (Forced Neutral). Now correctly affected by Weapon ATK and Cards. Izayoi - Adjusted skill duration and MATK increase. Fire Seal - Scorching Fire: Flaming Petal and Blaze Shield bonus damage option has been changed. Exploding Dragon bonus damage added. Water Seal - Snow Storm: Freezing Spear and Snow Flake Draft bonus damage option has been changed. Wind Seal - Turbulent Air: Added Wind Blade bonus damage option. Changed Lighting Jolt and First Wind bonus damage option. Release Seal: Increased damage formula Shadow Warrior: This buff is no longer removed after taking certain amount of damage. Distorted Crescent Moon: Target's Current HP and SP value effects the ATK/MATK change instead of target's base level. Fading Moonlight Illusion: Target's Current HP and SP value effects HP/SP increase or decrease. Now reflects both magic and physical damage, and the skill level determines the amount of damage reflected. 12/28/2011 kRO - Added Saturday Night Fever skill balance change. Before: De-buff duration: 20/30/40/50/60 seconds, 1% HP/SP drain every 3 seconds. After: De-buff duration: 10/15/20/25/30 seconds, 1% HP/SP drain every 10/8/6/4/2 seconds. 6/26/2012 kRO - Changed the damage formula for Kagerou/Oboro skill: Mucha Nage. If the caster has not learned Dagger Throwing Practice, maximum damage output will be decreased by 50%. - Changed the Warlock skill: Stasis skill effect to be removable by certain skills. - Fixed a bug with Genetic skill: Sling Item where certain fruit bombs would cause damage to the Genetic. - Fixed a bug with Guillotine Cross skill: Cloaking Exceed where casting Hiding or Cloaking while under the effect of Cloaking exceed would temporarily reveal the Guillotine Cross. - Fixed a bug with Sorcerer skill: Extreme Vacuum where its effects would sometimes not work. - Changed Sura skill: Lion Howling to also remove de-buffs inflicted by friendly targets. - Changed Cluster Bomb damage to be affected by Trap Research skill. 10/28/2009 kRO White Imprison The skill success rate is influenced by your JOB level. When White Imprison ends, it now deals Skill Level * 400 damage. When used on yourself, the skill lasts 5 seconds. The duration of white imprison is no longer decreased by the targets stats. When cast on monsters, it will last a minimum of 10 seconds. 12/22/2010 kRO - Fixed Lightning Walk working off of area of effect magic instead of just targeted magic. - Corrected it so that a target that is in White Imprison cannot be damaged with Gravitation Field. - Applied a fix to the issue where Golden Thiefbug Card users would still be affected by the status effects of Frost Misty and Marsh of Abyss. 4/21/2010 kRO Sakray - Changed resistance to status ailments. The resistance formulas for Stun, Poison, Bleeding, Sleep, Silence, Blind, Freezing, Curse, Petrification Chaos, and the new statuses Burning and Fear statuses are updated. Status resistance is based off the characters stats, base level, and additional items, cards, and skills. Resistance provided by items/cards/skills remains the same. The stats which affect status ailments are listed below. STR : Imprison AGI : Bleeding, Sleep, Burning VIT : Stun, Poison, Deadly Poison INT : Silence, Blind, Freezing, Fear LUK : Curse, Petrification, Chaos 4/13/2011 kRO - Instead of breaking on magic ghost damage, breaks on any ghost damage. - Can be removed with the priest skill 'Status Recovery'. 6/15/2011 kRO When used on yourself, white imprison will always succeed 100% of the time. Additionally, white imprison can no longer be cast on a target already in white imprison.
  22. Actually, palettes for one sprite won't always work with another. Don't expect things to work properly when replacing a 3rd job sprite with another.
  23. @@15peaces +1 to you as well my good sir. Its nice to see someone working on and releasing patches for things that I normally wouldn't be able to get to due to the never ending list of things I have to work on. Jobs, skills, client support, and other misc. stuff. To those who do use these patches, if you report any issues to me about something unrelated, PLEASE put in your report if your using any of these patches as there's a chance something may break from using them.
  24. Does anyone know where I can get a quality working experience table generator? Ive looked all over on the internet but couldn't find one.
  25. Where's The Fair Use? #WTFU

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