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Beret

High Council
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Posts posted by Beret


  1. 4 hours ago, hemagx said:

    There's no point at all of doing that, it was designed this way to save memory that would happen due to any waste in IDs (which is an usual act from Gravity), not only it saves memory it also reduce the time spent in looping the status changes.

    But there's no reason for you to use 2 enumerations to create a effect state. The SI enumeration only exists for the correction of the incorrect value of the SC enumeration.


  2. Currently all eathena based emulators work the effect state incorrectly. In hercules uses two enumerations one for effects other for icons.

    This is totally wrong, in the official there is only an enumeration for the state of effects that are those of skills such as blessing. This enumeration is the same present in the lua files.

    With this proposed change SI_ enumeration must be removed and the client itself will recognize and apply the icon according to the effect state ID.

    the enumeration of effects states currently contains effects that should be used in another enumeration, they are.

     SC_STONE = 0,
     SC_COMMON_MIN = 0, // begin
     SC_FREEZE,
     SC_STUN,
     SC_SLEEP,
     SC_POISON,
     SC_CURSE,
     SC_SILENCE,
     SC_CONFUSION,
     SC_BLIND,
     SC_BLOODING,
     SC_DPOISON, //10
     SC_FEAR,
     SC_COLD,
     SC_BURNING,
     SC_DEEP_SLEEP,
     SC_COMMON_MAX = 14, // end

    In aegis, these effects are worked on in another type of enumeration, because they do not have icons, see below the enumeration of aegis.

    typedef enum <unnamed-tag> {  
      BODY_STONECURSE =  0x1,
      BODY_FREEZING =  0x2,
      BODY_STUN =  0x3,
      BODY_SLEEP =  0x4,
      BODY_UNDEAD =  0x5,
      HEALTH_POISON =  0x6,
      HEALTH_CURSE =  0x7,
      HEALTH_SILENCE =  0x8,
      HEALTH_CONFUSION =  0x9,
      HEALTH_BLIND =  0xa,
      HEALTH_HEAVYPOISON =  0xb,
      HEALTH_BLOODING =  0xc,
      EFFECT_ENDURE =  0xd,
      EFFECT_HASTE =  0xe,
      EFFECT_HASTEATTACK =  0xf,
      EFFECT_SLOW_POTION =  0x10,
      EFFECT_HASTE_POTION =  0x11,
      EFFECT_SANTA =  0x12,
      EFFECT_ANGELUS =  0x13,
      EFFECT_PUSHCART =  0x14,
      EFFECT_CONCENTRATE =  0x15,
      EFFECT_HIDE =  0x16,
      EFFECT_WEDDING =  0x17,
      EFFECT_PLUSATTACKPOWER =  0x18,
      EFFECT_PLUSMAGICPOWER =  0x19,
      EFFECT_CLAIRVOYANCE =  0x1a,
      EFFECT_HASTE_HORSE =  0x1b,
      EFFECT_SUMMER =  0x1c,
      HEALTH_FEAR =  0x1d,
      BODY_BURNNING =  0x1e,
      BODY_IMPRISON =  0x1f,
      HANDICAPSTATE_DEEPSLEEP =  0x20,
      HANDICAPSTATE_FROSTMISTY =  0x21,
      HANDICAPSTATE_COLD =  0x22,
      HANDICAPSTATE_NORECOVER =  0x23,
      EFFECT_HASTEATTACK_CASH =  0x24,
      HANDICAPSTATE_ICEEXPLO =  0x25,
      HANDICAPSTATE_ILLUSION =  0x26,
      EFFECT_HANBOK =  0x27,
      STATE_ENUM_END_MARK =  0x28,
    } <unnamed-tag>;

    So my suggestion is the separation of these effects and removal of the enumeration of the icons, since the enumeration of the effects must be the same present in the efstids.lua file, this makes the icon already recognized only using an enumeration and not two as we do today


  3.  

    I was looking at Aegis and decided to create this suggestion to add more fields to the skill database. 

    The intent of this posting is to facilitate the use of modifications of the skills.

    That way we can only use one @reloadskilldb and all modifications come into operation.

     

    SkillHitPer is the accuracy by level

    SkillHitPer = [200,200,200,200,200,200,200,200,200,200]

     

    SkillAtkPer is the attack value by level

    SkillAtkPer = [300,500,600,800,1000,1200,1300,1500,1600,1800]

     

    SkillHandicap applies a chance for the player to receive the effect. The level of the status is according to the skill level

    OnSuccess:
    	SkillHandicap = [SC_BLIND,50,100,150,200,250,300,350,400,450,500]

     

    SkillResetHandicap allows you to remove an effect when you use the skill

    OnUse:
    	SkillResetHandicap = [SC_SLEEP,SC_STUN]

     

    SkillDrainHP allows absorbing the resulting damage dealt as HP.

    SkillDrainHP = [100,100,100,100,100,100,100,100,100,100]

     

    SkillDrainSP Drains SP from all players around the user based on the amount of damage they would take from a normal attack.

    SkillDrainSP = [20,40,60,80,100,20,40,60,80,100]

     

    SkillDataString allows input of a string used by teleport skills, or message when using some skill

    SkillDataString	= ["dicastes01.gat"]

     

    I think these implementations would help a lot to make modifications to the abilities without shutting down the server for the modifications to come into operation


  4. I know this has been implemented, but would not it be better to keep the clan information in a separate table than to add information in the char table?

    Example of aegis table
    CREATE TABLE [dbo].[ClanMemberInfo](
        [CID] [int] NOT NULL,
        [AID] [int] NOT NULL,
        [GID] [int] NOT NULL,
        [UpdateTM] [smalldatetime] NULL
    ) ON [PRIMARY]
    GO

    Murilo great work in the system


  5. Aegis file clan system:

     

    tbl={
    	[ [[SWORD CLAN]] ] =		--클랜명
    	{
    		CID = 1,		--클랜 ID  1번부터 시작합니다
    		EMBLEM_NUM = 1,
    		MASTER_NAME = [[㉬쇽 랍⒣ㆁ보]],	 -- npc 이름과 동일해야됩니다
    		MANAGE_MAP  =[[prontera.gat]],
    		MAX_USER = 500,			--클랜 최대 인원수
    		ALLY_CLAN={3,},			--동맹클랜
    		HOSTILE = {0,},			--적대클랜
    		EFST_ID = { [[EFST_SWORDCLAN]],}, 		--효과를 적용할 EFST ID 리스트
    	},
    	[ [[ARCHWAND CLAN]] ]=
    	{
    		CID = 2,
    		EMBLEM_NUM = 2,
    		MASTER_NAME = [[?? ╉보]],
    		MANAGE_MAP  =[[geffen.gat]],
    		MAX_USER = 500,
    		ALLY_CLAN={3,},
    		HOSTILE = {4,},
    		EFST_ID ={ [[EFST_ARCWANDCLAN]], },
    	},
    
    	[ [[GOLDENMACE CLAN]] ]=
    	{
    		CID = 3,
    		EMBLEM_NUM = 3,
    		MASTER_NAME = [[?벙 ╉보]],
    		MANAGE_MAP  =[[prontera.gat]],
    		MAX_USER = 500,
    		ALLY_CLAN={1,2,4,},
    		HOSTILE = {0},
    		EFST_ID ={ [[EFST_GOLDENMACECLAN]], },
    	},
    
    	[ [[CROSSBOW CLAN]] ]=
    	{
    		CID = 4,
    		EMBLEM_NUM = 4,
    		MASTER_NAME = [[?몰┢]],
    		MANAGE_MAP  = [[payon.gat]],
    		MAX_USER = 500,
    		ALLY_CLAN={3,},
    		HOSTILE   = {2,},
    		EFST_ID   = { [[EFST_CROSSBOWCLAN]], },
    	},	
    
    };
    
    
    function main()
    	for clanname,  info in pairs(tbl) do
    		result, msg = InsertClanInfo( clanname, info.CID, info.EMBLEM_NUM , info.MASTER_NAME,  info.MANAGE_MAP, info.MAX_USER,   info.ALLY_CLAN, info.HOSTILE, info.EFST_ID );
    		if ( not result )then return false, msg; end
    	end
    	return true,"success"
    end

     


  6. @4144 cashoshop and roulette does not appear, but in ragnarok zero has cashshop, is it some diff conflict? or have they changed the packet and now only shows with the packet?

    /tip does not open when char enters the game


  7. Clan system offers effects for members that are part of the clan, some packets are present since the client 2012-07-02aRagexeRE.

     

    There are 4 types of clan who are they:

    • Sword Clan
    • Arch Wand Clan
    • Golden Bear Clan
    • Crossbow Clan

    In kro was made an update that added new clans.

     

    How to join a clan:

     

    To join a clan, talk to a npc at the following location prt_in 37 112

     

    The buffs are as follows:

     

    e81ro2.png

     

    to talk with your clan use the command /cl Message or change the chat bar to Send to Clan.

     

    packets:

     

    // packet = 0x988
    struct PACKET_ZC_NOTIFY_CLAN_CONNECTINFO {
    	/* this+0x0 */ short PacketType
    	/* this+0x2 */ unsigned short NumConnect
    	/* this+0x4 */ unsigned short NumTotal
    }
    // packet = 0x989
    struct PACKET_ZC_ACK_CLAN_LEAVE {
    	/* this+0x0 */ short PacketType
    }
    // packet = 0x98a
    struct PACKET_ZC_CLANINFO {
    	/* this+0x0 */ short PacketType
    	/* this+0x2 */ short PacketLength
    	/* this+0x4 */ int EmblemNum
    	/* this+0x8 */ char ClanName[24]
    	/* this+0x20 */ char Mastername[24]
    	/* this+0x38 */ char ManageMap[16]
    	/* this+0x48 */ unsigned char Num_AllyClan
    	/* this+0x49 */ unsigned char Num_HostileClan
    }
    // packet = 0x98d
    struct PACKET_CZ_CLAN_CHAT {
    	/* this+0x0 */ short PacketType
    	/* this+0x2 */ short PacketLength
    	/* this+0x4 */ char chat[...];
    }
    // packet = 0x98e
    struct PACKET_ZC_NOTIFY_CLAN_CHAT {
    	/* this+0x0 */ short PacketType
    	/* this+0x2 */ short PacketLength
    	/* this+0x4 */ char charName[24]
    	/* this+0x1c */ char chat[...];
    }
    

     

     

    Information obtained from iRO.

     

    My New Year's gift,

     

    Beret.


  8. @Keyme my god, when? I never realised that '-'

     

    enjoying the topic know if automatic message already implemented?

     

    msgstringtable 942 - 945[Automated Message]#Send an automated message while you are away.#Cancel automated away message.#Please enter Away Message.#

  9. There is a packet in aegis that checks similar name of the player who send pm to you, if the similar name is like a friend or a member of your clan a message is shown.

     

    message the  name similar to a friend:

     

    msgstringtable 918: This name is not registered in your Friend List. Please check the name again.

     

    message the  name similar to a clan member:

     

     

    msgstringtable 920: This character is not your guildsman. Please check the name again. 

     

    Source: iro


  10. I only have one thing to tell you ind, thank you for everything that you did for ragnarok, how many times have we talked about new implementations to hercules, and came out wonderful things as apin code, cash shop, and you went above and beyond, you did a lot of things for ragnarok members never expected for it. I wish you luck in your life, a hug from your friend Beret.


  11. As far as I know the slots are as follows:

     

    When I purchase prize the slots of creation are released so that I can create the character, if my time premium finish and I have not used all the slots, I can't create new characters.
     
     
    Already the storage, according to a friend who works in iro, said for premium players, there is a new storage that can be accessed by an npc, while you're premium player you can add items in storage,more in the moment to end your premium, you'll only be able to withdraw the itens.
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