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Rytech

High Council
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Posts posted by Rytech


  1. =General
    *Added a new confirmed skill unit tag and ID.



    =Skills
    *RK_DRAGONBREATH
    *RK_DRAGONBREATH_WATER
    -Fixed a issue where the ice pick effect was affecting the damage.

    *SU_ARCLOUSEDASH
    *SU_TUNAPARTY
    *SU_BUNCHOFSHRIMP
    *SU_FRESHSHRIMP
    -Added full support for these skills.

     


  2. For the r804 update my random pick on what to do lead to me doing a bunch of Summoner skills and a few other things. The Rebels have some working skills making them more worth playing, but Summoners could use some love too. So ive decided to add in their buffs and supportive skills.

     

    Skills expected to be complete by the update release....

    SU_ARCLOUSEDASH
    SU_TUNABELLY
    SU_TUNAPARTY
    SU_BUNCHOFSHRIMP
    SU_FRESHSHRIMP

     

    If there's any players on your server playing as a Summoner, let them know that these skills will soon work. ;)

     

    Other fixes to be included....

    *RK_DRAGONBREATH

    *RK_DRAGONBREATH_WATER

    -Fixed a issue where the ice pick effect was affecting the damage.

     

    =Update April 7, 2016=

    SU_POWEROFSEA and SU_TUNABELLY won't make it in the update due to some excess work needed to healing related code. ill add this in r805.


  3. Hey everyone. Many of have been waitting for support for the Rebellion and Summoner jobs to be worked on more the past months and things were going well. A number of skills for Rebels have been added and bugs with other things have been fixed to make things more stable.

     

    But due to some info that came out recently ive decided to change my plans around. According to the info, gravity has decided to redo most (if not all) of the Rebel job....I shit you not. Check the link below....

     

    http://ro.gnjoy.com/news/devnote/View.asp?category=1&seq=2956632&curpage=1

     

    Sending this through google translate on Korean --> Japanese --> English....

     

    Hello. Ragnarok user of everyone.
    RO1 studio gravity alien team.
     

    Recently and stand out success of Riberurion of the Black Forest, the Riberurion against this
    Awakening of Riberurion (tentative name) is in preparation to support.
     

    Riberurion awakening (tentative name) is more powerful! Easier! Work aims to allow play,
    It tries to provide to be able to more freely develop.
     

    This is scheduled to Riberurion in the content, such as the following can be adjusted.
     

    - At the maximum level is 175 Riberurion, maximum job level will be extended to 60.
    (Mayflies, even level and job level will be extended to the same misinformation.)
    - HP of Riberurion, the SP table will be adjusted. It will increase significantly.
    (Mayflies, also HP, SP table will be adjusted misinformation.)
    - Setting of the weapons and ammunition will be adjusted.
    → "" that had been separated into bullet "Wavelet series" wavelet-based "bullets and" howitzer system bullet
    It will be changed so that it can be used in all of the gun.
    → "Sphere bullet" will be modified so as not attached.
    → attack power and the price will be adjusted.
    - Skill tree will be extensively modified to be able to develop a combination of the skills of the various series.
    (It will be skill tree future public to be Byongon.)
    - Some of the Gunslinger, skills Riberurion will be adjusted changes.
    → the coin series skills and weapon-based skills to reliably distinguish enhance the usability of the nose humanity skills
    We would like to minimize the burden of the bullet and the coin double consumption.
    → to adjust the skills, such as to be able to develop a combination of the skills of the various series.
     

    This time Riberurion awakening (tentative name), you have to consider
    applying to the time of similar in South Korea and Japan both countries.
     

    The two countries have been ready to hit it off trying to make to the further fun content Riberurion.
     

    For more information, please refer to in future updates, website information of each of the country.
    (The purpose of the update is in May.)
     

    As you can look forward to even more fun Riberurion you to prepare to the best of our ability.
     

    Thank you very much.

     

    ....yea. Just a big WTF. So their reworking the job in and out. Expanding their max base/job levels to 175/60 (Kagerou/Oboro also getting this level cap increase), redoing the entire skill tree, changing how some of their skills work, even changing how some of the Gunslinger skills work, rumor that some rebel skills will be combined, able to shoot sphere type bullets with all guns (Imagines shooting gernades out of a revolver), just many things. The update will come out in May on both kRO and jRO.

     

    All of that killed my mood on the Rebel development. Like WTF really? I FINALLY start on development for them after gathering scraps of info for somewhere over 2 years and now this data is useless? *sigh*

     

    Summoners are also getting some work as well. The Sea branch of skills just got a bunch of update this week and more is likely to come due to the 2nd wave of skills their going to add to them in the future which is also making me not want to develop any of their skills. Why work on something knowing ill have to redo it?

    I just might do some more random updates like I usually do. Things tend to work out best when I don't focus on one thing. Heck maybe I should just loosely code in the above skills. Loosely as in make the basic functions and important restrictions work. Like add Hammer of God to only work on Crimson Marked targets and fail to cast on non marked instead of adding the complex random ground targeting when using on non marked targets.

     

    I still have a lot of things in my "Things To Do" list. What are you looking forward to? Any new skills? Features? Bug fixes? Blah blah blah?


  4. I see 2 problems. 1st, why are you testing the damage on the Champion character? Why not test on the Crusader character that can use the skill Defender? 2nd, if you did mean to test Defender on a non Crusader type character? If so then the character has to be in a party with the Crusader and then be connected with Devotion for Defender to be passed on. Im not seeing a connection between the 2.


  5. This update is heavily focused on fixing a number of issues, including ones reported by users that are causing problems, and even fixes a exploit. Its recommended that everyone using the 2015-10-29 and newer clients update to this.

     

    *Edit*

    r803 released as a follow up to r802. Forgot to add the updated client.conf file.

     

    =General
    *start_point_doram
    *start_weapon_doram
    *start_armor_doram
    -Added these configs to the char_athera.conf file.
    -Note: start_point_doram is set to the starting point for humans
    -temporarly until the official starting map is added to the cache.

    *Removed the RE from 2015-10-29aRagexeRE tags as the Ragexe
    -version works just fine and support for the RE version is no
    -longer given.

    *Added temporarly support for the 2016-03-23bRagexe client.
    -This is for development purposes only and is not for public
    -server use.

    *Reworked the handling of packet 0xA38 and race selection handling.
    -This had to be done for a few reasons.
    -First, it was done to allow both races to start off with different
    -jobs, HP, SP, weapon, armor, starting location, and save location.
    -Second, a exploit was found and fixed to prevent future issues.
    -Third, to make the code to keep it small, clean, and efficent.

    *Added playable race values.
    -Guess this was needed after all. Tho its just for checks for
    -character creation.

    *Added a 2nd message to appear when unknown packet versions and
    -unsupported packets are encountered. Hopefully everyone will get
    -the memo that you must use the "Disable packet encryption" patch
    -when patching your client with Nemo.

    *Added bonus2 support for bUseSPrate item bonus.



    =Database
    *Updated job equip masks on daggers to not equip on Summoners.

    *Updated job equip masks on rods to equip on Summoners.
    -Note: This applies to most rods but not all.

    *Items using the bUseSPrate on bonus2 setting in the item_db_3ceam
    -have been corrected to the proper format.

    *Added the Cash Hairstyle Coupon as it will be need by the styling
    -shop feature when its supported.



    =Documents
    *bonus2 bUseSPrate
    -Added to the item_bonus.txt on how to use this.



    =Jobs
    *Summoner
    -New Summoner characters now start with their official starter
    -wepaon, the short foxtail staff.
     


  6. Aegis has this set as a DIRECTATTACK type, meaning it should be treated as weapon type attack which sounds right because the enemy's DEF reduces damage, but it doesn't take the caster's base or weapon ATK. If your finding something wrong with the skill then whatever the issue it might be a bug. I do have it on my "Things To Do" list and could look into it soon if you want.


  7. It varys depending on the compile and OS you run it on mainly.Running it in windows with a Win32 compile uses around what 15peaces said. The map alone uses around 232 MB with no players. I hear it uses a lot less memory on linux OS's. 3CeAM does use more memory then Herc since it doesn't have the memory optimizations like what Ind did for Hercules.


  8. @@Skyline

    3CeAM is a project I started back in December of 2008 when the first 2 3rd jobs were released in official. Originally it was supposed to just be eAthena with support for 3rd jobs while keeping the classic game mechanics, but it became so much more.

     

    When compared to other emu's...

    -It keeps all the classic game mechanics and focuses everything added in around them (more details in a bit).

    -Keeps the same database formats as eAthena used.

    -Is the most up-to-date on formula's and mechanics for all the skills for the 3rd jobs and newer jobs skills.

    -Tends to have certain features first before other emu's have them (body styles and dressing room for example) I love to experiment. ^_^

    -Is normally always stable since releases are done more slowly to give me time to check my code that its clean, efficient, and bug free (rarely do bugs happen).

     

    To keep balance on the skills for the jobs introduced in renewal, certain things had to be done to keep balance. One of them is the casting system. All skills that existed before renewal (regular 1st, 2nd, trans, etc.) keep the DEX only 100% variable cast time things where 150 DEX by default gives instant cast. All the skills introduced in renewal (3rd jobs, Kagerou/Oboro, Rebellion, etc.) use the renewal cast system where variable is reduced with INT/DEX and fixed cast times and cooldowns exist. Its a nice mix since weaker skills are more easy to instant cast while more powerful ones cant. This is the only actual renewal mechanic in the project. Also skills that increase DEF/MDEF by a fixed amount had to be adjusted to be divided by 10 for obvious reasons.

     

    In a nutshell its something many like to use to host a server for a pre-renewal game mechanic server that supports all the latest jobs and skills. Yes Herc does allow this too but things like Hercules and rAthena are more better used for renewal servers.

     

    Hope this answers your question.


  9. You got it all wrong. According to the skill desc on those double cast skills....

     

    If use skill when base level is 30 or higher, Has a chance to activate one more attack. Each level beyond 30 increase a chance to activate additional attack.

     

    The chance of it double casting appears once you reach level 30 and go up by chance with each level after.


  10. =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.


  11. 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...

     

    The ASPD boost is absolute, not relative. The higher the user's total Equip ASPD% is, the lower the boost. For example: 24% of increased Equip ASPD will make this rune increases ASPD by 3, but if there is a 40% of increased Equip ASPD, this rune will only grant 2 ASPD.

    http://irowiki.org/wiki/Rune_Mastery#Rune_Skills

     

    Expect this and Heated Barrel to come out in r801. Update is also focusing on other Rebellion buff skills and similar things.


  12. =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.

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