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KohakuSan

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Posts posted by KohakuSan


  1. Open the skill.c file in the emulatorsrcmap folder and look for this section:

     

    It's pretty self-explanatory, just change a few of the numbers in the formulas on the Renewal/Not-Renewal part on which your server uses. Then recompile.

    #ifdef RENEWAL			/**			 * Renewal Heal Formula			 * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK			 **/			hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30  * skill_lv / 10;#else // not RENEWAL			hp = ( status->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);#endif // RENEWAL			if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) )				hp += hp * skill2_lv * 2 / 100;			else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )				hp += hp * skill2_lv * 2 / 100;			break;	}

  2. can you put a screen of the erro?

     

    Try with this ShinsDiffPatcher

     

    It worked fine although it's giving me a packet error when trying to connect but that's fixable.

     

    Anyway, there are a lot of patches missing in Shins, for example the Packet Encryption keys diff etc. And that's what I wanted most but there are a few others who got my interest too.


  3. Is there any way to do that for the entire file instead of having to change every single frame's color?

     

    I noticed that saving act as text could do this very easily just by replacing the color codes in the created .lua file but how can I convert it back to act then? Or is there some other way to do it?


  4. I'm using an old diffed client, which I don't have the original patches I used on it and it works fine on my server.

    Problem is, I want to diff a new a client, but it ALWAYS stops working after I select the server no matter if I only checked the most basic patches to connect or if I select everything I want.

     

    Is there a way to check which diffs were used on my client?(I don't think so but who knows)

    Or anybody knows which one can give this kind of error? I used the test feature on Nemo and it said Success on all patches except Disable Shield, but it didn't change anything diffing without it.

     

    My server is obviously configured for this client and I downloaded it from there: http://svn6.assembla.com/svn/ClientSide/Diff_Project/kRO/RagexeRE/2012/

     

    8 Custom Window Title9 Disable 1rag1 type parameters (Recommended)13 Disable Ragexe Filename Check (Recommended)14 Disable Hallucination Wavy Screen (Recommended)15 Disable HShield (Recommended)16 Disable Swear Filter17 Enable Official Custom Fonts20 Extend Chat Box21 Extend Chat Room Box22 Extend PM Box24 Fix Camera Angles (Recommended)28 Increase Headgear ViewID31 Increase Zoom Out 75%33 Always Call SelectKoreaClientInfo() (Recommended)34 Enable /showname (Recommended)36 Read msgstringtable.txt (Recommended)37 Read questid2display.txt (Recommended)38 Remove Gravity Ads (Recommended)39 Remove Gravity Logo (Recommended)40 Restore Login Window (Recommended)41 Disable Nagle Algorithm (Recommended)42 Skip Resurrection Buttons44 Translate Client (Recommended)46 Use Normal Guild Brackets47 Use Ragnarok Icon48 Use Plain Text Descriptions (Recommended)50 Skip License Screen53 Use Ascii on All Langtypes (Recommended)64 @ Bug Fix (Recommended)67 Remove Quake skill effect68 Enable 64k Hairstyle69 Extend Npc Dialog Box200 Enable Multiple GRFs - Embedded73 Remove Hourly Announce (Recommended)204 Increase Attack Display74 Increase Screenshot Quality205 Enable Monster tables75 Enable Flag Emoticons77 Enable Custom 3D Bones84 Remove Serial Display (Recommended)86 Only First Login Background90 Enable DNS Support (Recommended)92 Packet First Key Encryption93 Packet Second Key Encryption94 Packet Third Key Encryption97 Cancel to Login Window (Recommended)102 Fix Tetra Vortex

    Used this one too:

     

    9 Disable 1rag1 type parameters (Recommended)13 Disable Ragexe Filename Check (Recommended)14 Disable Hallucination Wavy Screen (Recommended)15 Disable HShield (Recommended)16 Disable Swear Filter17 Enable Official Custom Fonts20 Extend Chat Box21 Extend Chat Room Box22 Extend PM Box24 Fix Camera Angles (Recommended)28 Increase Headgear ViewID32 Increase Zoom Out Max33 Always Call SelectKoreaClientInfo() (Recommended)34 Enable /showname (Recommended)36 Read msgstringtable.txt (Recommended)37 Read questid2display.txt (Recommended)38 Remove Gravity Ads (Recommended)39 Remove Gravity Logo (Recommended)40 Restore Login Window (Recommended)41 Disable Nagle Algorithm (Recommended)42 Skip Resurrection Buttons44 Translate Client (Recommended)46 Use Normal Guild Brackets47 Use Ragnarok Icon50 Skip License Screen53 Use Ascii on All Langtypes (Recommended)61 Disable Packet Encryption (Recommended)64 @ Bug Fix (Recommended)67 Remove Quake skill effect68 Enable 64k Hairstyle69 Extend Npc Dialog Box200 Enable Multiple GRFs - Embedded72 Ignore Missing Palette Error73 Remove Hourly Announce (Recommended)204 Increase Attack Display74 Increase Screenshot Quality75 Enable Flag Emoticons76 Enforce Official Login Background77 Enable Custom 3D Bones84 Remove Serial Display (Recommended)90 Enable DNS Support (Recommended)97 Cancel to Login Window (Recommended)102 Fix Tetra Vortex

    And lastly I tried the most basic stuff to work with:

     

    9 Disable 1rag1 type parameters (Recommended)13 Disable Ragexe Filename Check (Recommended)14 Disable Hallucination Wavy Screen (Recommended)33 Always Call SelectKoreaClientInfo() (Recommended)36 Read msgstringtable.txt (Recommended)40 Restore Login Window (Recommended)44 Translate Client (Recommended)49 Enable Multiple GRFs (Recommended)61 Disable Packet Encryption (Recommended)64 @ Bug Fix (Recommended)67 Remove Quake skill effect72 Ignore Missing Palette Error90 Enable DNS Support (Recommended)97 Cancel to Login Window (Recommended)

     


  5. I added the Wounded Morroc spawn as boss_monster and that's it from what I checked everywhere but no grave when he dies. Do I have to change something else? I used the same method to make Tendrillion/Hardrock Mammoth and they have graves now.

    So what's the problem? Is wounded morroc special in any way so it prevents tombstones?

     

    moc_fild22,0,0,0,0	boss_monster	Satan Morroc	1917,1,7200000,7800000,0

     


  6. All homunculus on my server have exactly 100 apsd, it never changes when leveling up and/or evolving. Pre-RE regular homunculus.
    I don't know if it can be changed somewhere else but Status.c looks like this:
     

    int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt) {	struct status_data *hstatus = &hd->base_status;	struct s_homunculus *hom = &hd->homunculus;	int skill_lv;	int amotion;	hstatus->str = hom->str / 10;	hstatus->agi = hom->agi / 10;	hstatus->vit = hom->vit / 10;	hstatus->dex = hom->dex / 10;	hstatus->int_ = hom->int_ / 10;	hstatus->luk = hom->luk / 10;	APPLY_HOMUN_LEVEL_STATWEIGHT();	if ( opt&SCO_FIRST ) { //[orn]		const struct s_homunculus_db *db = hd->homunculusDB;		hstatus->def_ele = db->element;		hstatus->ele_lv = 1;		hstatus->race = db->race;		hstatus->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;		hstatus->rhw.range = 1 + hstatus->size;		hstatus->mode = MD_CANMOVE | MD_CANATTACK;		hstatus->speed = DEFAULT_WALK_SPEED;		if ( battle_config.hom_setting & 0x8 && hd->master )			hstatus->speed = status->get_speed(&hd->master->bl);		hstatus->hp = 1;		hstatus->sp = 1;	}	hstatus->aspd_rate = 1000;#ifdef RENEWAL	amotion = hd->homunculusDB->baseASPD;	amotion = amotion - amotion * (hstatus->dex + hom->dex_value) / 1000 - (hstatus->agi + hom->agi_value) * amotion / 250;#else	skill_lv = hom->level / 10 + hstatus->vit / 5;	hstatus->def = cap_value(skill_lv, 0, 99);	skill_lv = hom->level / 10 + hstatus->int_ / 5;	hstatus->mdef = cap_value(skill_lv, 0, 99);	amotion = (1000 - 4 * hstatus->agi - hstatus->dex) * hd->homunculusDB->baseASPD / 1000;#endif	hstatus->amotion = cap_value(amotion, battle_config.max_aspd, 2000);	hstatus->adelay = hstatus->amotion; //It seems adelay = amotion for Homunculus.	hstatus->max_hp = hom->max_hp;	hstatus->max_sp = hom->max_sp;	homun->calc_skilltree(hd, 0);	if ( (skill_lv = homun->checkskill(hd, HAMI_SKIN)) > 0 )		hstatus->def += skill_lv * 4;	if ( (skill_lv = homun->checkskill(hd, HVAN_INSTRUCT)) > 0 ) {		hstatus->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;		hstatus->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;	}	if ( (skill_lv = homun->checkskill(hd, HAMI_SKIN)) > 0 )		hstatus->max_hp += skill_lv * 2 * hstatus->max_hp / 100;	if ( (skill_lv = homun->checkskill(hd, HLIF_BRAIN)) > 0 )		hstatus->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * hstatus->max_sp / 100;	if ( opt&SCO_FIRST ) {		hd->battle_status.hp = hom->hp;		hd->battle_status.sp = hom->sp;	}#ifndef RENEWAL	hstatus->rhw.atk = hstatus->dex;	hstatus->rhw.atk2 = hstatus->str + hom->level;#endif	status->calc_misc(&hd->bl, hstatus, hom->level);	status_cpy(&hd->battle_status, hstatus);	return 1;}

     
    Homunculus_DB:
     

    // Homunculus Database//// Structure of Database:// Class,EvoClass,Name,FoodID,HungryDelay,BaseSize,EvoSize,Race,Element,bASPD,bHP,bSP,bSTR,bAGI,bVIT,bINT,bDEX,bLUK,gnHP,gxHP,gnSP,gxSP,gnSTR,gxSTR,gnAGI,gxAGI,gnVIT,gxVIT,gnINT,gxINT,gnDEX,gxDEX,gnLUK,gxLUK,enHP,exHP,enSP,exSP,enSTR,exSTR,enAGI,exAGI,enVIT,exVIT,enINT,exINT,enDEX,exDEX,enLUK,exLUK//// 01. Class        Homunculus ID.// 02. EvoClass     Homunculus ID of the evolved version.// 03. Name         Name of the homunculus.// 04. FoodID       Item ID of the homunuclus food.// 05. HungryDelay  Time interval in milliseconds after which the homunculus' hunger value is altered.// 06. BaseSize     Size of the base homunculus class (0 = small, 1 = normal, 2 = large).// 07. EvoSize      Size of the evolved homunculus class (0 = small, 1 = normal, 2 = large).// 08. Race         Race of the homunculus (0 = formless, 1 = undead, 2 = brute, 3 = plant, 4 = insect, 5 = fish, 6 = demon, 7 = demi-human, 8 = angel, 9 = dragon).// 09. Element      Element of the homunculus (0 = neutral, 1 = water, 2 = earth, 3 = fire, 4 = wind, 5 = poison, 6 = holy, 7 = dark, 8 = ghost, 9 = undead).//                  The element level is always 1.// ...//// Legend: b: base, gn: growth min, gx: growth max, en: evolution min, ex: evolution max// NOTE: Only the growth values are in a 1/10 scale, the other stats are 1/1 (eg: 5 gmAGI means 0.5 agi)6001,6009,Lif,537,60000,0,1,7,0,700,150,40,12,20,15,35,24,14,60,100,4,9,5,19,4,20,5,19,6,20,5,19,6,20,800,2400,220,480,10,30,30,50,20,40,20,40,10,30,10,206002,6010,Amistr,912,60000,0,1,2,0,700,320,10,20,17,35,11,24,13,80,130,1,4,8,20,1,10,4,20,3,19,4,20,3,19,1600,3600,120,360,20,50,20,50,20,50,10,30,10,30,10,306003,6011,Filir,910,60000,0,1,2,0,700,90,25,29,35,9,8,30,9,45,75,3,6,4,20,3,19,1,10,4,20,8,20,3,19,1200,3200,200,400,10,30,10,30,10,30,20,50,20,50,10,206004,6012,Vanilmirth,911,60000,0,1,0,0,700,80,11,11,11,11,11,11,11,30,150,0,7,1,30,1,30,1,30,1,30,1,30,1,30,1200,4800,480,640,10,30,20,50,10,30,10,50,10,30,10,1006005,6013,Lif,537,60000,0,1,7,0,700,150,40,12,20,15,35,24,14,60,100,4,9,5,19,4,20,5,19,6,20,5,19,6,20,800,2400,220,480,10,30,30,50,20,40,20,40,10,30,10,206006,6014,Amistr,912,60000,0,1,2,0,700,320,10,20,17,35,11,24,13,80,130,1,4,8,20,1,10,4,20,3,19,4,20,3,19,1600,3600,120,360,20,50,20,50,20,50,10,30,10,30,10,306007,6015,Filir,910,60000,0,1,2,0,700,90,25,29,35,9,8,30,9,45,75,3,6,4,20,3,19,1,10,4,20,8,20,3,19,1200,3200,200,400,10,30,10,30,10,30,20,50,20,50,10,206008,6016,Vanilmirth,911,60000,0,1,0,0,700,80,11,11,11,11,11,11,11,30,150,0,7,1,30,1,30,1,30,1,30,1,30,1,30,1200,4800,480,640,10,30,20,50,10,30,10,50,10,30,10,1006048,6048,Eira,6098,60000,1,1,8,0,700,450,120,36,60,45,105,86,42,40,160,20,42,13,39,14,48,15,25,16,36,28,42,9,18,1000,2000,10,200,1,10,1,10,1,10,1,10,1,10,1,106049,6049,Bayeri,6112,60000,1,1,2,0,700,1060,30,60,51,105,33,86,39,90,360,48,52,18,36,22,44,16,32,12,24,8,36,20,36,1000,2000,10,200,1,10,1,10,1,10,1,10,1,10,1,106050,6050,Sera,6108,60000,1,1,4,0,700,330,80,87,90,55,24,126,9,60,240,36,64,10,25,7,35,5,25,28,40,16,32,20,40,1000,2000,10,200,1,10,1,10,1,10,1,10,1,10,1,106051,6051,Dieter,6104,60000,1,1,0,0,700,300,44,44,44,44,44,53,44,240,480,40,120,20,40,15,40,18,36,16,32,13,26,4,16,1000,2000,10,200,1,10,1,10,1,10,1,10,1,10,1,106052,6052,Eleanor,6115,60000,1,1,7,0,700,310,60,87,115,27,24,108,27,60,300,10,20,20,40,5,15,24,48,12,36,10,50,2,10,1000,2000,10,200,1,10,1,10,1,10,1,10,1,10,1,10

  7.  

    Umm, just by quick view, I think you add the actual name to the prefix file, but if you want that to be postfix you add its number to postfix file? Like this:

    Prefixtable:

    20595#Of killing things#

    Postfixtable:

    20595#

     

    I can't believe I didn't notice that.

    Although it's a quite an unexpected behavior it worked! Thank you.


  8. There's 2 file prefix and postfix one

    Format is

    CARDID#Pre/PostFix#

     

     

    I'm sorry I don't understand what you said I know there are 2 files, the postfix one just doesn't work at all and the file is basically empty while all cards work fine in-game.

    And I know about the format, I'm sure it's correctly written since it appears in game it's just appears as prefix instead of postfix.

     

    Here, my files are exactly like these ones:

     

    https://github.com/ROClientSide/Translation/blob/master/Data/cardpostfixnametable.txt

     

    https://github.com/ROClientSide/Translation/blob/master/Data/cardprefixnametable.txt

     

    If I add customs to postfix, nothing happens. If I add to prefix they're always prefixes.


  9. I added my custom cards postfix on the item cardpostfixnametable.txt but it's empty(with just some card IDs and no postfix e.g."4007#") and nothing happens ingame when I put my customs list in it then I checked the cardprefixnametable.txt and ALL cards prefix/suffix are in there so my question is how the hell does the client know which is which?

     

    They're both mixed in there but the client works perfectly except with my custom cards, then all of them become prefix like it should be since they're added on the prefix txt but I want some of them as postfix.

     

    I'm using 2012-10-04 client on pre-RE.

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