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Posts posted by Rytech
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=General
*Added support for the 2018-06-20eRagexeRE client.
+This is the recommended client for those wanting to support the Star Emperor
-and Soul Reaper jobs on their server.*PACKETVER is now set to 20180620 by default.
=Database
*Updated the hit counts to official for some skills to prepare for coding.=Jobs
*Star Emperor
*Soul Reaper
+Added official bonus stats.=NPC
*Enabled the Star Emperor and Soul Reaper jobs in the 3CeAM job change NPC.=Skills
*Star Emperor
*Soul Reaper
+Added all official variable cast, fixed cast, aftercast, and cooldowns for all
-of the skills for these jobs. Durations are mostly confirmed official but more
-testing is needed to get them all.OmarAcero and tathanvocuc017 reacted to this -
=General
*Did a small text update in the skill config file.*Changed the packet used for displaying homunculus spirit spheres to ZC_SPIRIT.
*EFST_SET_ENTER
*EFST_SET_ENTER2
+Added support for these packets.*Added the "status_sc2icon" function.
*Recoded the system that displays status animations for renewal era status's.
+Status's that were added in during the renewal era don't use OPT3 for resending
-animation display's to other player's clients around you. Instead they are
-displayed with a seprate packet called EFST_SET_ENTER.
+This recode get rid of those 2 huge walls of code that was just temp code and
-replaces them with much much smaller and more efficent code, along with the
-adding of support for this packet. This makes it so I don't have to add anything
-to it when it comes to new skills. The recode also allows these animations to be
-shown on monsters and homunculus that come into view of a player.=Skills
*SP_SOULCOLLECT
+Fixed a issue where the status icon would display remaining time when the duration
-is infinite. -
-
=General
*Added ranges of styles/dyes for Doram's.
-This is a range seprate from the regular ones since Doram's officially have a
-different set number of hair styles and cloth dyes. As of 2018-06-05 they have
-6 hair styles, 8 hair dyes, and no cloth dyes (tho kRO says their will be a few
-added soon).*min_doram_hair_style
*max_doram_hair_style
*min_doram_hair_color
*max_doram_hair_color
*min_doram_cloth_color
*max_doram_cloth_color
+Added these configs to the client config file.
-These are a seprate set of style/dye ranges for Doram characters.
-This is needed since they have different maxes from humans.*Updated a few commands to pickup on the style/dye ranges for Doram characters.
*Updated default setting for "max_hair_style" to 29.
*Corrected default setting for "max_hair_color" to 8.
*clif_spiritball_single
*clif_soulball_single
+Changed the packet these functions use to 0x1d0 (ZC_SPIRITS).
-This change fixes a issue where Rebellion's Coin sphere's and Soul Reaper's
-Soul Energy sphere's would look like regular spirit sphere's when the player
-warps to another map, refreshes, and also appear as spirit sphere's to other
-players who walk into view range of the one with the spheres.
-It also fixes a issue where the sphere's may not vanish properly from view
-when the player dies.*Added job restriction system.
+This allows setting restrictions to different jobs that prevent's them from
-entering certain maps. Attempts of entering a map as a banned job will just
-result in no warpping. Basicly, something as simple as walking into a regular
-map warp won't do anything if the player's job is banned from entering the map.
-This works for teleporting, warping, any warp commands, walking into NPC warp,
-put something else here and it will likely fail as well.
-Should a player playing a job banned from that map somehow login on that map,
-the player will be warped out into Prontera's graveyard behind the church.
-These restrictions can be set in the "job_notallowed" database file.*Added a missing timer function list entry for the soul energy system.
=Database
*Updated const file to support detection of new style/dye ranges for Doram
-characters in NPC scripts.*Added the "job_notallowed" file.
-This file is used to set jobs that are banned from entering certain maps.
-It basicly works just like item_noequip and skill_nocast_db.*Rebuilt the map cache.
-This is due to prontera being reverted back to the original version.=NPC
*Updated the 3CeAM super stylist to detect the ranges of styles/dyes for Doram
-character's.=Skills
*RL_MASS_SPIRAL
+Fixed a issue where the skill would deal extremely high damage on targets with
-negeative DEF. -
=General
*Added the soul energy system.
+This system is used for managing the Soul Reaper's soul energy.
-Its basicly another sphere system. Its been confirmed that soul energy sphere's
-works on its own system and not through any other sphere system.*Added the "hatereset" and "soulball" command.
=Skills
*SJ_DOCUMENT
*SP_SOULCOLLECT
*SP_SOULENERGY
+Added support for these skills. -
=General
*Added new unit tag and ID.=Jobs
*Star Emperor
*Soul Reaper
+Updated skill trees to add the rest of the skills in.=NPC
*Updated the "3ceam_jobchange" script to support Star Emperor, Soul Reaper,
-and their baby versions.
-Note: They are disabled for now until client support for them is more stable.=Skills
*Enabled access to all skills for Star Emperor, Soul Reaper, and new Arch Bishop
-skills. Range, target type, max level, and sp requirements are official.
-Note: Currently none of them work even tho their usable. -
=General
*Added all the latest tags and ID's for jobs, skills, status, and NPC's.=Database
*Added place holders for many new skills.=Jobs
*Star Emperor
*Soul Reaper
*Baby Star Emperor
*Baby Soul Reaper
+Added support for these jobs.
+Note: These jobs are fully playable. However, none of the new skills that comes
-with them are in the skill trees. This will be added in a future update.
-Everything else for them works.
+Note 2: Client support for these jobs will come at a later time once stable. -
=General
*renewal_casting_square_calc
*renewal_casting_square_debug
+Added these config settings in.
-renewal_casting_square_calc controls if square root (official) or simple
-calculations will be used when calculating variable cast times.
-The debug one forces square root calculations on and shows debug info
-in the map server console.*Added "INF2_BOOST_PASSIVE" skillinfo2 setting.
-This is used for active skills that passively boost the effects of passive
-skills. This is needed to make the server recalculate a player's sub-stats
-just like it does when learning a passive skill.*Cleaned up and optimized some code.
=Skills
*All renewal era skills will now have their variable cast times calculated through
-a square root calculation. This is the way official server's handles the reduction
-of variable cast times. This can be disabled to go back to the previous simple
-calculations used before by turning off the "renewal_casting_square_calc" setting
-if desired.*WL_TETRAVORTEX
+Corrected the durations on the different status's it can give.*SU_ARCLOUSEDASH
+Now increases ranged physical damage.
-This increase only works on Summoners.*
*SU_POWEROFLAND
*SU_POWEROFLIFE
*SU_SPIRITOFLIFE
*SU_SPIRITOFLAND
+Added support for these skills. -
=General
*Added the "skill_summoner_power" function.
+This function is used to check if the player has any of the "POWEROF...." skills
-and then check if 20 or more skill points are invested into the part of the
-skill tree related to it.*Cleaned and optomized some code.
=Database
*Added the catnip fruit item.=Skills
*AL_HEAL
*AL_CURE
*AB_CHEAL
*AB_HIGHNESSHEAL
*AB_CLEARANCE
+Updated to remove the BITESCAR (Scar of Tarou) status.*SU_HIDE
+Updated the SP requirement.*SU_PICKYPECK
+Fixed a issue where damage was being applied multiple times.*SU_CN_POWDERING
*SU_CN_METEOR
*SU_SCAROFTAROU
*SU_LUNATICCARROTBEAT
*SU_CN_METEOR2
*SU_LUNATICCARROTBEAT2
*SU_SVG_SPIRIT
*SU_NYANGGRASS
+Added support for these skills.
-Note: Scar of Tarou's status doesn't deal damage at the moment
-but its effect on double damage from Scar of Tarou does work.
-ill add in the rest of the stuff for it in a future update. -
=General
*Started work on Summoners.
+Now that I have plenty of official info I can resume work on them.=Database
*Updated all the Summoner skill entrys in the skill_db to get them prepared
-for coding in future updates.=Jobs
*Summoner
*Baby Summoner
+Updated the MaxHP to be more official.
-The set HPFactor and HPMultiplicator settings along with a small boost in the
-source allowed me to get it nearly perfect like on official, but because renewal
-handles things differently its not possible to do here. But its close enough.
+The job exp table was redone to act more like official.
-In official, Summoner's have a job exp table thats a mix of regular 1st, 2nd,
-and 3rd job exp tables. I was able to make a table with the same behavior using
-pre-renewal exp values.=Skills
*Summoner
+Updated all variable cast, fixed cast, aftercast, cooldown, and durations for
-all skills with official times.
*SU_BITE
+Updated the handling of the animation.
+Now deals more damage on enemy's with HP below a certain percentage of MaxHP.
+Now has a chance of double casting depending on the caster's base level.*SU_SCRATCH
+Updated the handling of the animation.
+Now has a chance of giving the bleeding status.
+Now has a chance of double casting depending on the caster's base level.*SU_SV_STEMSPEAR
*SU_PICKYPECK
+Added support for these skills. -
=General
*This is the revisiting of the Kagerou/Oboro skills to bug fix and update the skills for them.*Cleaned up and optomized some code.
=Skills
*Kagerou/Oboro
+Fixed a issue where none of the skill cast times were interruptable.*KO_HAPPOKUNAI (Spray Kunai)
+Recoded the skill.
+Damage is now ranged physical. Basicly a stronger version of Throw Kunai.*KO_MUCHANAGE (Over Throw)
+Recoded the skill.
+Damage is no longer reduced in GvG/BG areas.
+Damage is no longer reduced by half on enemy players.
+Success chance of hitting is now seprate for each enemy target.
+Damage is now divided between enemys detected in AoE.
-This means its divided based on the number of enemy's detected in the AoE
-and not by the number of enemys hit.*KO_HUUMARANKA (Launch Huuma Shuriken)
+Damage no longer split between targets.*KO_MAKIBISHI (Makibishi)
+Recoded the skill.
+Fixed a issue where it didn't follow the rules of AoE placement.
+No longer ignores elemental adjustments.
+No longer stacks on top of each other.
+Stun duration is now fixed and can't be reduced.
+Now places the proper number of makibishi depending on skill level used.*KO_MEIKYOUSISUI (Clear Meditation)
+Recoded the skill.
+Skill now makes the caster sit when the status starts. If the caster stands up
-at will or gets forced to stand up, the status will end. This also prevent's
-the caster from being able to move or use any skills while active due to sitting.
+Now has a chance of making any attack completely miss the caster while active.
+Now removes a single debuff by random on use. The following can be removed....
-Poison / Curse / Silence / Blind / Fear / Burning / Frost / Crystalize.
+This behavior is official according to zone scans but a bug does exist on official
-where the skill use animation would stop the caster from sitting, allowing
-exploiting of skill uses. I coded it to prevent this issue from happening.*KO_KYOUGAKU (Illusion - Shock)
+Recoded the skill.
+Now has a success chance reduceable by the target's INT.
+Duration is now reduceable by the target's INT.
+Now only usable in GvG and Battleground maps and on enemy players only.
+Will now fail if used on a target already affected by this skill.
+Affected target can no longer switch or unequip equips.*KO_JYUSATSU (Illusion - Killing Curse)
+Now only usable on enemy players.
+Now reduces the affected target's current HP if the chance of curse is successful.*KO_ZENKAI (Spread Seals)
+Can no longer be stacked on top of each other.
+Random status chance is now applied every second.
+Random status success chance is now 100%, but is reduceable by stats and equips.
+Durations of the random status's is now set to their original defaults.
+Friendly player's standing in the AoE will now get a WATK increase if the weapon
-element is the same as the AoE's element.*KO_IZAYOI (16th Night)
+Updated the MATK increase formula.
+Corrected the animation handling.*KG_KAGEHUMI (Shadow Hold)
+Corrected the animation handling.
+Fixed a issue where affected player's didn't stop moving.
+Affected targets will not beable to use the following skills for the duration...
-Hiding / Cloaking / Cloaking Exceed / Camouflage / Shadow Form / Dark Cloud
-Also blocks the use of any teleporting methods including fly/butterfly wings. -
Max body style should be set to 1 since their's only 1 alternate outfit.
-
=General
*Added the "load_custom_exp_tables" config setting in the exp battle file.
+This sets if the server should load the official exp tables (exp.txt) or custom
-exp tables (exp2.txt). No more do you have to rename the exp2 file to exp to use it.*The "use_renewal_statpoints" config is renamed to "renewal_stats_handling".
+The function of the config is still the same. Just want to name to better reflect
-what it does. It is also now on by default for balance reasons. Read the
-description for the config for more info on what all it does.*The following battle config settings defaults are changed....
+max_homunculus_parameter: Changed from 150 to 175.
+max_aspd_renewal_jobs: Changed from 190 to 193.
+max_parameter_renewal_jobs: Changed from 120 to 130.
+max_baby_parameter_renewal_jobs: Changed from 108 to 117.
+base_lv_skill_effect_limit: Changed from 150 to 175.
+job_lv_skill_effect_limit: Changed from 50 to 60.
-These are the latest official limits for players (RE Era Jobs) and homunculus.=Database
*Updated the exp_homun file with official exp tables for up to level 175.*Updated the statpoint_renewal file with official stat point values for levels
-up to 175.=Jobs
*Renewal Era Jobs (Jobs introduced during RE era)
+The following caps have been increased....
-Base Level: 175
-Job Level: 60 (Except for Summoners)
-Max Base Stats: 130 (117 for Babys)
-Max ASPD: 193
+Stat bonuses for job levels 51 to 60 have been added.=Homunculus
*Mutated Homunculus
+The following caps have been increased....
-Base Level: 175
-Max Stats: 175*Fixed a issue where mutated homunculus were getting a extra skill point.
-
=General
*Added the "hesperuslit_bonus_stack" config.
+This sets if the effect bonuses requires a banding count to be equal or be
-equal to or higher then the effect number.*party_sub_count_banding
*skill_banding_count
+Added these functions.
+These functions calculate the banding count for the number of Royal Guards in
-banding around the caster, as well as the average HP of the banding group, sets
-the HP for each banding player, and maxes out the rage spheres for those in
-banding with force of vanguard active when requirements are met.*Made the code for chorus count checks more efficent.
=Database
*Corrected the max level for CG_MOONLIT in the skill database.=Skills
*Chorus Skills
+The chorus count check is now limited to counting Minstrel's/Wanderer's that are
-within a 31x31 AoE around the player casting a chorus skill.*LG_BANDING
+Recoded the skill.
+The AoE's of each Royal Guard now work seprate from each other.
+The main 7x7 AoE that moves around with the caster now only affects enemies and
-gives the status that reduces movement speed. The status is removed if the enemy
-moves out of the AoE or the AoE vanishes. This AoE doesn't require banding with
-other's to make it work. It will work for a player alone.
+A 2nd AoE is now used with the skill which generates a 7x7 splash AoE around the
-caster every 5 seconds to check for other Royal Guards near the player that are
-also in banding status and are in the same party. This is when the stored banding
-count is updated, along with the caster's ATK/DEF and also calculates the HP share.*LG_HESPERUSLIT
+Fixed a issue where the element didn't turn to holy when banding requirement's were met.
+Now maxes out the rage sphere's for all in banding when the banding count is 7.
+Bonus effects no longer stack. -
=General
*Added the "shieldball"command.
+It allows you to summon Rune Knight's millennium shield's shield spheres and
-set the amount of HP for them.*Millennium shield now manages its shields in its own unqie sphere system.
+They are refered to as shieldball and are handled this way since this is how its
-officially handled and allows better handling of its animation packets. Tho it
-still needs a server side status ID to signal when its active.*Added the "millennium_shield_health" config to the skill config file.
=Skills
*RK_MILLENNIUMSHIELD
+Recoded the skill.
+Kyrie, Parry, and Auto Guard now take higher priority over the shields.*WM_GLOOMYDAY
+Recoded the skill.
+The FLEE/ASPD reductions now apply to all targets no matter what skills are learned.
+Now has a small chance of giving the super gloomy status.
-The super gloomy status reduces movement speed by 50% and dismounts the player
-from its peco/gryphin/dragon. Does not dismount player's from warg or mado.
+Now increase the damage of certain skills properly.
-The formula for how much the damage is increased and how its applied is now official.JulioCF and Verzeltainne reacted to this -
=General
*Added the "charmball" command.
+It allows you to summon the Kagerou/Oboro charm spheres and select a type.*Recoded the charm sphere system.
+Its now refered to as charms or charmballs.
+This allows a more proper way of controling the charm types and how to apply their
-effects. A number of bugs and issues has also been fixed with this recode.*Fixed a issue where having more then 127 DEF/MDEF of equips equipped would cause a
-overflow and bring the DEF value below negeative, bypassing the "max_def" setting.*Fixed a issue where DEF/MDEF increases through status's would allow DEF/MDEF to
-go past 99. This is now capped to what the "max_def" config setting is set to.*Updated the packet's sent for player's that have millennium shields active.
=Skills
*KO_KAHU_ENTEN// Fire Charm
*KO_HYOUHU_HUBUKI// Ice Charm
*KO_KAZEHU_SEIRAN// Wind Charm
*KO_DOHU_KOUKAI// Earth Charm
+Fixed a issue where having 10 charms wouldn't allow you to summon a different type.
+Fixed a issue where in certain cases your weapon would still have the charms element
-even if you don't have 10 charms active anymore.
+Charms now give a element resistance to the element that of the summoned charms.
-Resistance: 2% * Charm Count. This does not reduce resistance to other elements.
+Having 10 or more charms now changes the weapon element directly to the element of the
-charm instead of endowing the weapon with a element change.
+Damage increase from fire charms for Crimson Fire Formation updated to 10% per charm.
+Weapon ATK increase from earth charms updated to 10% per charm. -
=General
*Added the "rageball" command.
-It does what it sounds like. Summons Royal Guard's rage spheres.*Fixed a number of issues caused by monsters/clones when they use
-3rd job and other renewal era skills. This should stop crashes
-from happening on skills with casters weight / cart weight checks
-and spirit sphere checks. It also fixes issues with learned skill
-level checks for them so they will use the skill's highest
-possible level to maximize the skill's damage/effects as if a
-player used it.*Recoded the ZC_MILLENNIUMSHIELD packet.
*Recoded the entire rage sphere system.
-This fixed a few issues that existed for far too long.
-Now the sphere's will display properly on screen refresh,
-appear to players walking within range of another player with
-rage spheres, and players who warp to another map.
-It also fixes invalid/lost timer issues caused by unknown means.
-Finally it also fixes the handling of the spheres on GM's during skill use.*Added a few status tags.
=Skills
*RA_WUGDASH
*Fixed a issue where the caster's weight affected the damage formula incorrectly.
-Fixed a issue where the bonus damage from Tooth of Wug was not being applied.*RA_WUGSTRIKE
-Skill name is no longer yelled out when autocasted through regular attacks.*NC_POWERSWING
-Fixed a issue where it autocasted Axe Boomerang when you don't have it learned.*LG_FORCEOFVANGUARD
-Chance of getting rage spheres now applies to all damage types.*LG_RAGEBURST
-Recoded the skill.*SR_RAMPAGEBLASTER
-Damage formula updated.*SR_KNUCKLEARROW
-Damage formula updated to official for use on players and monsters.*SR_GENTLETOUCH_ENERGYGAIN
-Chance of getting spirit spheres now applies to all damage types.*WM_DEADHILLHERE
-Now flagged as a magic skill.*GN_CART_TORNADO
-Increased caster's STR effect limit to 130. -
=General
*Added the "NK_FORCE_RANGED_DAMAGE" setting for skills.
-This forces the skill to deal ranged damage at ranges below 5.*Recoded the handling of Minstrel/Wanderer party checks for chorus
-skills to only be called on when needed. This should further
-save on cpu cycles used on skill use.*skill_chorus_count
-Added this function for counting performers in a party.*mass_spiral_max_def
*rebel_base_lv_skill_effect
-Added these config settings to the skill battle config.=Skills
*RK_DRAGONBREATH
*RK_DRAGONBREATH_WATER
-Corrected the AoE for level 9 to be 9x9.*RA_WUGDASH
*RA_WUGSTRIKE
*RA_WUGBITE
-Corrected a issue where the damage increase from Dance With Wug
-wasn't counting the chorus bonus correctly.*SR_RAMPAGEBLASTER
-Is now treated as a ranged attack.*RL_MASS_SPIRAL
-Damage formula updated.
-No longer ignores the target's flee.*RL_S_STORM
-Updated the equip break chance formula to official.*RL_H_MINE
-Grenade explosion AoE is now 5x5.*RL_FIRE_RAIN
-Is now treated as a ranged attack.
-AoE stepping speed adjusted to official.*RL_HAMMER_OF_GOD
-AoE for the random strike area on unmarked target's is now 15x15*RA_UNLIMIT
*GN_ILLUSIONDOPING
*WM_FRIGG_SONG
*AB_OFFERTORIUM
-Corrected a issue where the casting of these skills were not interruptable.*RK_LUXANIMA
-Added cooldown time.*GD_GUILD_STORAGE
-Now requires level 10 Guild Extension. -
I have no plans to support zero clients. Regular and Zero RO are different servers/clients and its better to support on the regular stuff. Plus my hands are always full of tasks I need to get done.
-
=General
*max_highlvl_nerf
*max_joblvl_nerf
*max_joblvl_nerf_misc
*skillsbonus_maxhp_SR
*skillsbonus_maxhp_RK
*renewal_baselvl_skill_ratio
*renewal_baselvl_skill_effect
-Removed these config settings as they are not kept up and also
-not needed anymore. Some of them existed since the early days
-when unofficial formulas and timers were coded in which caused
-balance issues to appear. Now that everything is official they
-mostly arnt needed anymore.*renewal_level_effect_skills
*base_lv_skill_effect_limit
*job_lv_skill_effect_limit
-Added these config settings.
-Note: The base/job lv_skill_effect_limit settings replaces pinky's
-max highlvl/joblvl nerf configs since the limiter system for them
-was completely replaced with a more efficent and better handled
-system that can work with damage and status formula and also uses
-less cpu cycles and memory as well as reduces the amount of code
-needed significantly. Overall huge improvement.
-Note 2: There's a chance that the renewal_level_effect_skills
-setting might be removed in the future as it might not be needed
-anymore.*status_get_base_lv_effect
*status_get_job_lv_effect
-Added these function.
-These function similar to status_get_lv and status_get_job_lv
-except they are designed to return a value no higher then a
-limit set by base_lv_skill_effect_limit and job_lv_skill_effect_limit
-settings in the config files. This is for limiting the power
-of many skills that have their damage/effects affected by the
-base/job levels of the caster and target. Finally got around to
-making this system. Long overdue.=Database
*Updated all Rebellion weapons and added item bonus scripts for them.
-That should do it for the Rebellion job. Anything else left??? =D -
=General
*Added support for the 2017-06-14bRagexeRE client.
-Note: Support for the 2017-03-29dRagexeRE is removed since it
-was used for development purposes.*Enabled support for the Rune Knight's alternate outfit.
-Make sure to have the dress pack V1.12 installed.*Updated character size data to support fall 2017 and newer clients.
=Jobs
*Rebellion
-Updated bonus stats to official.
-Note: Bonus stats for job level 51 to 60 are added as well.
-Will update the bonus stats for other jobs soon.=Skills
*RL_B_TRAP
*RL_FLICKER
-Added support for these skills.*RL_H_MINE
-Mines stuck to enemy's can now be detonated with the Flicker skill. -
V1.12
*Added alternate Rune Knight outfit.
-The alternate outfit set is now complete. -
-
=General
*Increased MAX_SKILL_UNIT_LAYOUT to 60.*Added error message to appear of the number of pos's exceeds the
-max set by MAX_SKILL_UNIT_LAYOUT.=Skills
*RL_QD_SHOT
-Updated the animation.
-Note: Shouldn't see that white flash on the caster anymore.*RL_FIRE_RAIN
*RL_HAMMER_OF_GOD
-Added support for these skills.
2018-06-20eRagexeRE client
in 3CeAM Support
Posted
You can find all the clients in this topic.
And the latest Nemo can be found here.