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Rytech

High Council
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  1. Upvote
    Rytech got a reaction from OmarAcero in r851 - Enabled Star Emperor And Soul Reaper Skills And Completed Skill Trees   
    =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.
  2. Upvote
    Rytech got a reaction from 15peaces in r849 - Square Root Calculations For Variable Cast (Renewal Era Skills) / Even More Summoner Skills   
    =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.
  3. Upvote
    Rytech got a reaction from OmarAcero in r850 - Star Emperor And Soul Reaper Added / Tags And ID's Updated   
    =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.
  4. Upvote
    Rytech got a reaction from 15peaces in r848 - A Bunch More Summoner Skills Added   
    =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.
  5. Upvote
    Rytech got a reaction from bWolfie in r847 - Resumed Development On Summoners / Updated Timers For All Summoner Skills / Few Skill Updates   
    =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.
  6. Upvote
    Rytech got a reaction from Asheraf in r846 - Kagerou/Oboro Skill Revisit (Updates And Bug Fixes)   
    =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.
  7. Upvote
    Rytech got a reaction from IndieRO in r846 - Kagerou/Oboro Skill Revisit (Updates And Bug Fixes)   
    =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.
  8. Upvote
    Rytech got a reaction from IndieRO in 3CeAM SVN/GIT And Group   
    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
  9. Upvote
    Rytech got a reaction from IndieRO in r845 - Max Level And Stats Increase For Players And Homunculus / Bonus Stat From Job Levels Updated   
    =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.
  10. Upvote
    Rytech got a reaction from Jezu in r845 - Max Level And Stats Increase For Players And Homunculus / Bonus Stat From Job Levels Updated   
    =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.
  11. Upvote
    Rytech got a reaction from 15peaces in r845 - Max Level And Stats Increase For Players And Homunculus / Bonus Stat From Job Levels Updated   
    =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.
  12. Upvote
    Rytech got a reaction from 15peaces in r844 - Recoded Banding And Updated Hesperuslit / Chorus Skills Min/Wan Check AoE Updated   
    =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.
  13. Upvote
    Rytech got a reaction from Verzeltainne in r844 - Recoded Banding And Updated Hesperuslit / Chorus Skills Min/Wan Check AoE Updated   
    =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.
  14. Upvote
    Rytech got a reaction from OmarAcero in r844 - Recoded Banding And Updated Hesperuslit / Chorus Skills Min/Wan Check AoE Updated   
    =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.
  15. Upvote
    Rytech got a reaction from Daehyon in r844 - Recoded Banding And Updated Hesperuslit / Chorus Skills Min/Wan Check AoE Updated   
    =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.
  16. Upvote
    Rytech got a reaction from Verzeltainne in r843 - Shield Sphere System / Shieldball Command / Millennium Shield And Gloomy Day Recode   
    =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.
  17. Upvote
    Rytech got a reaction from JulioCF in r843 - Shield Sphere System / Shieldball Command / Millennium Shield And Gloomy Day Recode   
    =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.
  18. Upvote
    Rytech got a reaction from 15peaces in r842 - Charm Sphere System Recode / CharmBall Command / DEF/MDEF Overflow And Cap Bypass Fix / Charm Sphere Effects Update   
    =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.
  19. Upvote
    Rytech got a reaction from JulioCF in r840 - More Rebel Skill Updates / Number of Other Skill Updates / Recode For Chorus Bonuses   
    =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.
  20. Upvote
    Rytech got a reaction from 15peaces in r839 - Rebellion Item Bonuses / Complete Recode For Base/Job Level Effect Limits On Skills   
    =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
  21. Upvote
    Rytech got a reaction from 15peaces in r838 - Flicker And Bind Trap (Rebellion Complete) / 2017-06-14bRagexeRE Support / Rune Knight Alt Outfit   
    =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.
  22. Upvote
    Rytech got a reaction from Jezu in r838 - Flicker And Bind Trap (Rebellion Complete) / 2017-06-14bRagexeRE Support / Rune Knight Alt Outfit   
    =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.
  23. Upvote
    Rytech got a reaction from BURAOT in r838 - Flicker And Bind Trap (Rebellion Complete) / 2017-06-14bRagexeRE Support / Rune Knight Alt Outfit   
    =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.
  24. Upvote
    Rytech got a reaction from IndieRO in r838 - Flicker And Bind Trap (Rebellion Complete) / 2017-06-14bRagexeRE Support / Rune Knight Alt Outfit   
    =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.
  25. Upvote
    Rytech got a reaction from LucyCelles in 2015-10-29aRagexeRE Client (Re-Release)   
    File Name: 2015-10-29aRagexeRE Client (Re-Release)
    File Submitter: Rytech
    File Submitted: 26 Nov 2016
    File Category: Client Resources
     
    2015-10-29aRagexeRE game client.
     
    This is a re-release of the 2015-10-29aRagexeRE client which fixes issues from the previous release in 2015. Be sure to set the client to load rdata.grf before data.grf to minimize issues.
     
    Click here to download this file
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