Jump to content

Rytech

High Council
  • Content Count

    589
  • Joined

  • Last visited

  • Days Won

    89

Reputation Activity

  1. Upvote
    Rytech got a reaction from Ridley in 3CeAM-Flux - A Online Control Panel   
    Due to some of the changes done to 3CeAM and Paradox's flux control panel no longer being updated, ive decided to continue on it as needed for 3CeAM. Database name changes, the adding of other new databases, updating tables with new jobs and other things, etc. are a number of the things needed to make it up-to-date on compatibility. If your using 3CeAM, its recommended to use this.

    3CeAM-Flux Control Panel
    https://sourceforge.net/projects/v1-3ceam-flux/
     
  2. Upvote
    Rytech got a reaction from Aly in New Job Class Idea!!!   
    Its very possiable to have complete custom jobs today thanks to the advancements in diffing, but I think the biggest challange now with adding a custom job is making a sprite for it and I mean a unique sprite with over a hundred something or higher frames to make the job look and feel like a unique job. Its very rare to see someone make a custom sprite for anything other then a headgear and job sprites are the most challanging because of how many angles their is for each direction of the body's facing for standing, sitting, walking, attacking, skill usage, damage flinch, death, and extra unique animations. All of that is why their's so many frames in one job sprite.
     
    I dont think ive ever seen a full quality custom job sprite made by anyone. I have many idea's for custom jobs and where to put them on the job trees, but this one actural limitation is the issue why I never made them.
  3. Upvote
    Rytech got a reaction from IndieRO in r806 - 2016/06/04 Item/Mob SQL Database Update Part 1   
    =General
    *Updated the item and monster SQL databases to the latest eAthena
    -versions. This is part of a update that will fix issues with flux
    -control pannels. A 2nd update will come soon.
     
  4. Upvote
    Rytech got a reaction from Chocolate31 in New Improved 3RD JOB Sprites.   
    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.
  5. Upvote
    Rytech got a reaction from REKT in r805 - Finish Summoner Sea Skills And Other Things   
    Noting down what to do before I forget.
     
    *Add remaining sea branch summoner skills.
     
    *Update Fresh Shrimp skill to latest kRO behavior.
    -April 13, 2016 update increased how much it heals.
     
    *Clean up healing code and correct a small flaw in it.
    -Need to prepare for adding some new healing skills.
     
    *Add in support for Offertorium skill.
     
    *Fixed the item bonus that increases healing effectiveness to work with Highness Heal and future heal skills.
     
    *Fix mechanics Pile Bunker skill to work with all of the pile bunker weapons.
    -The requirement should check to see if the player has one of the 4 existing pile bunkers and not just the old one.
     
  6. Upvote
    Rytech got a reaction from Mikegyver in April 2016 - Rebellion Development And Other Plans   
    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....
     
     
    ....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?
  7. Upvote
    Rytech got a reaction from Nova in April 2016 - Rebellion Development And Other Plans   
    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....
     
     
    ....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?
  8. Upvote
    Rytech got a reaction from Ehwaz in April 2016 - Rebellion Development And Other Plans   
    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....
     
     
    ....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?
  9. Upvote
    Rytech got a reaction from evilpuncker in April 2016 - Rebellion Development And Other Plans   
    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....
     
     
    ....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?
  10. Upvote
    Rytech got a reaction from Random756 in r801 - Fixed ASPD Changes By Status's   
    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.
  11. 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
  12. Upvote
    Rytech got a reaction from JulioCF in r801 - Fixed ASPD Changes By Status's   
    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.
  13. Upvote
    Rytech got a reaction from 15peaces in r801 - Fixed ASPD Changes By Status's   
    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.
  14. Upvote
    Rytech got a reaction from Aly in Rebellion Development (Rebels)   
    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.
    ================
  15. Upvote
    Rytech got a reaction from Angelmelody in Rebellion Development (Rebels)   
    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.
    ================
  16. Upvote
    Rytech got a reaction from Ehwaz in Rebellion Development (Rebels)   
    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.
    ================
  17. Upvote
    Rytech got a reaction from Nova in Rebellion Development (Rebels)   
    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.
    ================
  18. Upvote
    Rytech got a reaction from Lamex in Rebellion Development (Rebels)   
    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.
    ================
  19. Upvote
    Rytech got a reaction from evilpuncker in Rebellion Development (Rebels)   
    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.
    ================
  20. Upvote
    Rytech got a reaction from jTynne in r797 And Likely r798   
    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.
  21. Upvote
    Rytech got a reaction from Nova in Dress Pack   
    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.
  22. Upvote
    Rytech got a reaction from 15peaces in Things To Do   
    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.
     
  23. Upvote
    Rytech got a reaction from Jezu in Things To Do   
    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.
     
  24. Upvote
    Rytech reacted to Haziel in New Improved 3RD JOB Sprites.   
    Actually, the palette follows a pattern.
    It means, the white color is always at same position.

    Problems we had with palettes before was just that the palette was made to change colors that the jobs didn't use.
    In that case, jRO made the palettes with an bizarre pattern.

    I've corrected them, even the Royal Guard, I'll post it on Download section today, they're totally compatible with default palette already.
  25. Upvote
    Rytech reacted to 15peaces in 15peaces 3CeAM Patches   
    Some of you allready know it through facebook.
    I've created some patches for 3CeAM in past. I want to share them here. Also I'll give you support for these patches in this topic.
     
    If you're missing some features in 3CeAM you can also ask me to create a patch file for it.
    However, I cannot guarantee for every requested feature to be implemented...
     
    You can find all patches on my GitHub page: https://github.com/15peaces/3ceam-Patches/
     
    Feel free to report all bugs you'll find. I'll try to fix them ASAP. ^^
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.