Blinzer
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Everything posted by Blinzer
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it means the sc effect you're trying to give does not exist
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well yeah, you forced it to only work when the skill is == parrying. you have to isolate the parry condition from the rest if( require.weapon && !pc_check_weapontype(sd,require.weapon)) { if( skill_id == LK_PARRYING && sd->sc.data[SC_SOULLINK]) { return 0; } else { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } }
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Sonic Blow/Grimtooth can use without Katars
Blinzer replied to Pandaaa's question in Database Support
well yeah, you forced it to only work when the skill is == parrying. you have to isolate the parry condition from the rest if( require.weapon && !pc_check_weapontype(sd,require.weapon)) { if( skill_id == LK_PARRYING && sd->sc.data[SC_SOULLINK]) { return 0; } else { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } } -
how to add hat to a mob drop (not unidentified)
Blinzer replied to ourchances3's question in Database Support
That's a global rule that has to be changed for all equipment. You can however add a rule in your source that detects if it's a headgear, though. -
... open any dungeon file in hercules/npc/(re/prere)/mob/dungeon then simply copy any line and use it to suit your needs:
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1. Quests suck and are a bad excuse to give meaning and importance to an aspect of the game which has none. 2. Speak for yourself in PvM, there are people who have fixed it. PvP in ragnarok is the one redeeming quality in vanilla.
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That's source stuff. we're looking at flag&2. take the formula for it from the bottom with damage * pdef* (def1 etc.) and replace it with the one above where it says damage += pdef >>1
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you could have easily figured this out by yourself by searching for diabolus ring, an item which is well known for doing this to satan morroc. there's a reason we keep sending you back, so don't imply that we didn't understand the question.
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that's hilarious anyways, you gave 0 details about the changes you made so how is anybody supposed to help you
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Where does the game apply the bonus ATK from refine in pre-re?
Blinzer replied to Blinzer's question in Source Support
that i am. i'll figure out the rest myself, thanks -
Where does the game apply the bonus ATK from refine in pre-re?
Blinzer replied to Blinzer's question in Source Support
ah dammit, i skimmed by that but didn't think it was the one. lol thx actually before i go i'm just wondering, how would i call batk from here? or on the opposite side under the batk bonuses from different SCs, how would i call the refine bonus atk2? attaching screenshot of the batk place below since you already know what the refinement thing looks like: -
Where does the game apply the bonus ATK from refine in pre-re?
Blinzer posted a question in Source Support
I'm trying to turn the ATK bonus refinement gives into a % increase in damage(pre-re), but can't find where the game does its formulas and such for refinement. I've already changed the values in refine_db accordingly, but can't find where it pulls those values in the source(though admittedly, I haven't checked battle calculations). Can someone help me out? -
check your doc/item_bonus.txt
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Revival of Ragnarok Online is an ongoing project which has made innumerable improvements to the game "Ragnarok Online". As one of many parts of the project, I have redesigned classes to be more efficient and unique at fulfilling their roles in the PvM and PvP, bringing them up to the standard they should have been designed with in the first place. Stalker is a class which specializes in stealthily out-maneuvering opponents and sabotaging them. In this video you can see the class grow by acquiring items from various dungeon monsters and using them to defeat stronger monsters, giving a small demonstration of the progression that has been forged in this project. As the more keen of you will notice, the monsters in these videos pose much more of a threat and are much more intelligent than in the original game, making these feats all the more impressive at such low levels. Many more spotlight videos will come in the next few weeks showcasing classes, monsters, items, refinement and progression. For those interested, the server's approximate launch date will be sometime in mid January, depending on how long it takes to finish. If you were looking for the server that has done it right, your search has now come to an end. Always remember that there is no magic in greatness, only pure hard work.
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i might be interested in a collaboration in the future, maybe in 2 years from now.
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first of all, that code is correct. there's way too many complaints about thanatos and ice pick right now, just be patient. only the people who develop it know what they changed that could have caused this in my old 2014 database it's not bDefRatioAtkClass. it's bDefRatioAtkRace.
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Thanatos effect is calculated in the defense reduction function (calc_defense). I think many (if not all) misc type skills like Soul Breaker ignore defense, and won't call that function So thanatos has no effect to these skills you're half right, as half of the skill completely ignores defense. the physical component of soul breaker should be able to scale with thanatos card in pre-re. in re, you have to make changes to battle.c and skill.c to match the pre-re stuff if you want it to be like that.
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i can't use mine as an example because my defense scaling formula is changed to suit the needs of my server(and i use a 2014 build). it has nothing to do with the original game and will only confuse you. the only other solution i can offer is going to your hercules/pre-re/item_db(or re/item_db if you're running renewal) and seeing if you can find the following under thanatos card and ice pick: if that's there, try reloading your item database and see if it gives you any errors. it's possible that the bonus type itself is named incorrectly for some reason(this could be because you're using an item_db from a different emulator or because it was recently changed and you chose to use an old one) and that's why it's not working. bonus bDefRatioAtkRace,RC_Boss; bonus bDefRatioAtkRace,RC_NonBoss; what i'm trying to say is that bDefRatioAtkRace might not even be a valid item bonus(or whatever you have instead of it) in your specific setup anymore. it might be called something else entirely. but if it is named like that and you get no errors, there's obviously a bug in flagging the effect itself. defense scale flag is set to be 2 in the battle calculations(from what my build says, at least), check pc.c first: if that's in place too, then it's impossible for me to guess and i would have to read into it myself.
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mark as solved...
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with a bit of thinking, we can find the solution. what kind of calculations are we familiar with that the source would do based off of your base stats? we use our brains and remember that weight is the easiest example of this, so we search for the strength modifier in weight. as we can see, they use sd->status.str*300 to access the base str. next, we identify what is making the status effect resistance. we simply search for luk* to find this, since we know it's going to be luck multiplied by some number. in status.c, we find sc_def2 under each of the status effects by doing this search: i'm not sure how much sc_def2 needs to make me immune, but it's safe to assume that if we plug in 300 luk(3000) and base our multiplier off of that we should be gucci. i do some more research and see if the source already uses an example of what we need since sd isn't being used here... we know the main difference here is that it's using a . instead of a ->, but it's not exactly what we need here, so we search for st. to see if they already use a shortcut which fits our needs, and with a bit of searching we find... bst.luk is what you're looking for. you may either choose to substitute in each individual status effect formula the st->luk*10(3000 at 300 luk) with bst.luk*30(3000 at 100 base luk), or use it however you see best fit.
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it's probably possible by adding 4 or 5 lines of code in front of the code which performs an attack calculation for the player using special "if" conditions to check and rewrite the target of whatever type of class(player,mob,homunculus etc.) silver snipers and decoys are(you might need to add a failsafe if it tries to acquire a target it couldn't hit). alternatively, in a single line you could rewrite the silver sniper/decoy's target by adding a pointer which basically says that your master's last target is your target(and you'd have to run this every single time before each attack), but i don't know how that would end up if that target was out of range so you may need to add a check first which gets the distance between your turret and the monster and also gets your turret's attack range from src and compares them. you also have to refresh it somewhere in between each turret attack somehow even if your character is attacking nothing now, so you might need to create a variable in the memory that remembers the last thing your player character attacked, but you can probably place that within the turret directly. i'm not capable of doing it myself, only imagining how it would work in computer logic.
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you can't do a reverse negative and expect computer logic to work. if the skills were already reflecting, taking away a line of code that says the "if" doesn't apply to desp/term will do nothing. i honestly have no clue what you're talking about because what you have isn't even in my code, so can't help you beyond that(but i can confirm that you're modifying the wrong place)
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we are looking in battle.c, if yours does not look like this then that is your problem most likely: always remember to compile if you make source changes like this
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my specialty and although i haven't touched any of this stuff myself, it should be this in status.c "str" in this case means atk, named very deceivingly. change lines 2001 and 2002 to modify the every 10 str bonus, and line 2009 is the atk bonus given from dex and luck in pre-re. line 2005 is the dex and luk bonus to players in renewal
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That's an impressive little thing they developed. You can find ancient relics even in the real world it seems.