Jump to content
  • 0
Sign in to follow this  
RezarRO

Help po i have 3 Problem on my server :(

Question

1 Problem Negative Defense : 99 Max def pag lumampas sa 99 mag nenegative 

2 Problem Grimtooth : Hndi nagana EDP ( Pre-Renewal )

3 All +ATK Equip / Cards : Hndi nadagdag sa ATK 

 

HELP ME :( 

 

Thank you in advance

Share this post


Link to post
Share on other sites

13 answers to this question

Recommended Posts

  • 0

yup 

 

main prob ko is ung Negative Armor if over 100 negative na :(

Ano ang resulta sa Grimtoot issue?

 

~Ang negative def ay na confirmed ko sa pre-renewal: 

 Ginawa ko 120 Def ang guard[1] at sinuot ko at naging negative ang Def.

Share this post


Link to post
Share on other sites
  • 0

1. Na confirmed ko, maaaring bug?

2.  Punta ka sa battle.c at lagyan mo lang ng "//" ang case AS_GRIMTOOTH: after nun i-recompile mo ang iyong server.


 


#ifndef RENEWAL_EDP
if( sc->data[sC_EDP] ){
switch(skill_id){
case AS_SPLASHER:
  //case AS_GRIMTOOTH:
case ASC_BREAKER:
case AS_VENOMKNIFE:
case ASC_METEORASSAULT: break;
default:
ATK_ADDRATE(sc->data[sC_EDP]->val3);
}
}

 

3. Ang sinasabi mo ba ay hindi nakikita sa ALT + Q (status window) yung mga items na meron % attack? ... Ito ay gumagana pero hindi nga lang kita sa ALT + Q

Share this post


Link to post
Share on other sites
  • 0

1. Working fine naman saakin

 

33abib4.jpg

 

 

2.

Check your renewal.h

/// renewal enchant deadly poison algorithm////// leave this line to enable the renewed EDP algorithm/// under renewal mode:///  - damage is NOT increased by 400%///  - it does NOT affect grimtooth///  - weapon and status ATK are increased#define RENEWAL_EDP

- it does NOT affect grimtooth

 

3. check mo po yung script ng card sa item_db.txt

Edited by sevenzz23

Share this post


Link to post
Share on other sites
  • 0
Problem #2 eto po ung sa battle.c ko wala po ung Grimtooth ...
 
//--------------------------------------------------------------
// Hercules Battle Configuration File
// Originally Translated by Peter Kieser <[email protected]>
// Made in to plainer English by Ancyker
//--------------------------------------------------------------
// Note 1: Value is a config switch (on/off, yes/no or 1/0)
// Note 2: Value is in percents (100 means 100%)
// Note 3: Value is a bit field. If no description is given,
//         assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary)
//--------------------------------------------------------------
 
// Who should have a baseatk value (makes str affect damage)? (Note 3)
enable_baseatk: 9
 
// Who can have perfect flee? (Note 3)
enable_perfect_flee: 1
 
// Who can have critical attacks? (Note 3)
// (Note that there are some skills that always do critical hit regardless of this)
enable_critical: 17
 
// Critical adjustment rate for non-players (Note 2)
mob_critical_rate: 100
critical_rate: 100
 
// Should normal attacks give you a walk delay? (Note 3)
// If no, characters can move as soon as they start an attack (attack animation
// or walk animation may be omitted client-side, causing cropped attacks or
// monsters that teleport to you)
// Otherwise, the delay is equal to the 'attack animation' (amotion)
attack_walk_delay: 15
 
// Move-delay adjustment after being hit. (Note 2)
// The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
// NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
pc_damage_walk_delay_rate: 20
damage_walk_delay_rate: 100
 
// Move-delay adjustment for multi-hitting attacks.
// When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be 
// unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
// 80 is the setting that feels like Aegis (vs Sonic Blows)
// 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
multihit_delay: 80
 
// Damaged delay rate for players (Note 2)
// (Setting to no/0  will be like always endure)
player_damage_delay_rate: 100
 
// Should race or element be used to consider someone undead?
// 0 = element undead
// 1 = race undead
// 2 = both (either one works)
undead_detect_type: 0
 
// Does HP recover if hit by an attribute that's same as your own? (Note 1)
attribute_recover: no
 
// What is the minimum and maximum hitrate of normal attacks? 
min_hitrate: 5
max_hitrate: 100
 
// Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
// 0 = no penalty is applied
// 1 = agi_penalty_num is reduced from FLEE as a %
// 2 = agi_penalty_num is reduced from FLEE as an exact amount
agi_penalty_type: 1
 
// When agi penalty is enabled, to whom it should apply to? (Note 3)
// By default, only players get the penalty.
agi_penalty_target: 1
 
// Amount of enemies required to be targetting player before FLEE begins to be penalized
agi_penalty_count: 3
 
// Amount of FLEE penalized per each attacking monster more than agi_penalty_count
agi_penalty_num: 10
 
// Type of penalty that is applied to both equipment and vit DEF when more than vit_penalty_count monsters are targetting player
// 0 = no penalty is applied
// 1 = vit_penalty_num is reduced from DEF as a %
// 2 = vit_penalty_num is reduced from DEF as an exact amount
vit_penalty_type: 1
 
// When vit penalty is enabled, to whom it should apply to? (Note 3)
// By default, only players get the penalty.
vit_penalty_target: 1
 
// Amount of enemies required to be targetting player before defense begins to be penalized
vit_penalty_count: 3
 
// Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
vit_penalty_num: 5
 
// Use alternate method of DEF calculation for physical attacks.
// With 0, disabled (use normal def% reduction with further def2 reduction)
// At 1 or more defense is subtraction of (DEF* value).
// eg: 10 + 50 def becomes 0 + (10*type + 50)
weapon_defense_type: 0
 
//MDEF‚same as above....(MDEF*value)
magic_defense_type: 0
 
// Change attacker's direction to face opponent on every attack? (Note 3)
attack_direction_change: 15
 
// For those who is set, their innate attack element is "not elemental"
// (100% versus on all defense-elements) (Note 3)
// NOTE: This is the setting that makes it so non-players can hit for full
// damage against Ghost-type targets with normal attacks (eg: vs. Ghostring).
attack_attr_none: 14
 
// Rate at which equipment can break (base rate before it's modified by any skills)
// 1 = 0.01% chance. Default for official servers: 0
equip_natural_break_rate: 0
 
// Overall rate of which your own equipment can break. (Note 2)
// This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate 
// (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
// weapon will be broken.
equip_self_break_rate: 100
 
// Overall rate at which you can break target's equipment. (Note 2)
// This affects the behaviour of skills like acid terror and meltdown
equip_skill_break_rate: 100
 
// Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
// NOTE: The official setting is yes, even thought it degrades performance a bit.
delay_battle_damage: yes
 
// Are arrows/ammo consumed when used on a bow/gun?
// 0 = No
// 1 = Yes
// 2 = Yes even for skills that do not specify arrow consumption when said 
//     skill is weapon-based and used with ranged weapons (auto-guesses which 
//     skills should consume ammo when it's acquired via a card or plagiarize)
arrow_decrement: 0
 
// Should the item script bonus 'Autospell' check for range/obstacles before casting?
// Official behavior is "no", setting this to "yes" will make skills use their defined
// range. For example, Sonic Blow requires a 2 cell distance before autocasting is allowed.
// This setting also affects autospellwhenhit.
autospell_check_range: no
 
problem #3 opo kasu hndi tlga na effect kasi ung zipper bear prang wala lng walang dagdag ang alam ko sipper bear mas malakas sa tg if WS char 

Share this post


Link to post
Share on other sites
  • 0

sevenzz sakin po ung #1 wala negative :( 

#2 na try kuna sya pero ayaw pdin po 

#3 eto po script 4281,Zipper_Bear_Card,Zipper Bear Card,6,20,,10,,,,,,,,2,,,,,{ bonus bBaseAtk,30; bonus2 bSPDrainValue,-1,0; if(BaseClass==Job_Merchant) bonus bUnbreakableWeapon,0; },{},{}

Share this post


Link to post
Share on other sites
  • 0
// Copyright © Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright © Athena Dev Teams
#ifndef _CONFIG_RENEWAL_H_
#define _CONFIG_RENEWAL_H_
 
/**
 * Hercules configuration file (http://herc.ws)
 * For detailed guidance on these check http://herc.ws/wiki/SRC/config/
 **/
 
/**
 * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder
 **/
 
#ifndef DISABLE_RENEWAL
 
/// game renewal server mode
/// (disable by commenting the line)
///
/// leave this line to enable renewal specific support such as renewal formulas
///#define RENEWAL
 
/// renewal cast time
/// (disable by commenting the line)
///
/// leave this line to enable renewal casting time algorithms
/// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats.
/// example:
///  on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a
///  "fixed cast time" which can only be reduced by specialist items and skills
///#define RENEWAL_CAST
 
/// renewal drop rate algorithms
/// (disable by commenting the line)
///
/// leave this line to enable renewal item drop rate algorithms
/// while enabled a special modified based on the difference between the player and monster level is applied
///#define RENEWAL_DROP
 
/// renewal exp rate algorithms
/// (disable by commenting the line)
///
/// leave this line to enable renewal item exp rate algorithms
/// while enabled a special modified based on the difference between the player and monster level is applied
///#define RENEWAL_EXP
 
/// renewal level modifier on damage
/// (disable by commenting the line)
///
// leave this line to enable renewal base level modifier on skill damage (selected skills only)
///#define RENEWAL_LVDMG
 
/// renewal enchant deadly poison algorithm
///
/// leave this line to enable the renewed EDP algorithm
/// under renewal mode:
///  - damage is NOT increased by 400%
///  - it does NOT affect grimtooth
///  - weapon and status ATK are increased
///#define RENEWAL_EDP
 
/// renewal ASPD [malufett]
/// (disable by commenting the line)
///
/// leave this line to enable renewal ASPD
/// - shield penalty is applied
/// - AGI has a greater factor in ASPD increase
/// - there is a change in how skills/items give ASPD
/// - some skill/item ASPD bonuses won't stack
///#define RENEWAL_ASPD
 
#endif // DISABLE_RENEWAL
 
#endif // _CONFIG_RENEWAL_H_

Share this post


Link to post
Share on other sites
  • 0

Hindi po ito battle.c

battle.conf po yan, yung battle.c ay nasa src/map/battle.c

 

 

 

 

Problem #2 eto po ung sa battle.c ko wala po ung Grimtooth ...
 
//--------------------------------------------------------------
// Hercules Battle Configuration File
// Originally Translated by Peter Kieser <[email protected]>
// Made in to plainer English by Ancyker
//--------------------------------------------------------------
// Note 1: Value is a config switch (on/off, yes/no or 1/0)
// Note 2: Value is in percents (100 means 100%)
// Note 3: Value is a bit field. If no description is given,
//         assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary)
//--------------------------------------------------------------
 
// Who should have a baseatk value (makes str affect damage)? (Note 3)
enable_baseatk: 9
 
// Who can have perfect flee? (Note 3)
enable_perfect_flee: 1
 
// Who can have critical attacks? (Note 3)
// (Note that there are some skills that always do critical hit regardless of this)
enable_critical: 17
 
// Critical adjustment rate for non-players (Note 2)
mob_critical_rate: 100
critical_rate: 100
 
// Should normal attacks give you a walk delay? (Note 3)
// If no, characters can move as soon as they start an attack (attack animation
// or walk animation may be omitted client-side, causing cropped attacks or
// monsters that teleport to you)
// Otherwise, the delay is equal to the 'attack animation' (amotion)
attack_walk_delay: 15
 
// Move-delay adjustment after being hit. (Note 2)
// The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
// NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
pc_damage_walk_delay_rate: 20
damage_walk_delay_rate: 100
 
// Move-delay adjustment for multi-hitting attacks.
// When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be 
// unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
// 80 is the setting that feels like Aegis (vs Sonic Blows)
// 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
multihit_delay: 80
 
// Damaged delay rate for players (Note 2)
// (Setting to no/0  will be like always endure)
player_damage_delay_rate: 100
 
// Should race or element be used to consider someone undead?
// 0 = element undead
// 1 = race undead
// 2 = both (either one works)
undead_detect_type: 0
 
// Does HP recover if hit by an attribute that's same as your own? (Note 1)
attribute_recover: no
 
// What is the minimum and maximum hitrate of normal attacks? 
min_hitrate: 5
max_hitrate: 100
 
// Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
// 0 = no penalty is applied
// 1 = agi_penalty_num is reduced from FLEE as a %
// 2 = agi_penalty_num is reduced from FLEE as an exact amount
agi_penalty_type: 1
 
// When agi penalty is enabled, to whom it should apply to? (Note 3)
// By default, only players get the penalty.
agi_penalty_target: 1
 
// Amount of enemies required to be targetting player before FLEE begins to be penalized
agi_penalty_count: 3
 
// Amount of FLEE penalized per each attacking monster more than agi_penalty_count
agi_penalty_num: 10
 
// Type of penalty that is applied to both equipment and vit DEF when more than vit_penalty_count monsters are targetting player
// 0 = no penalty is applied
// 1 = vit_penalty_num is reduced from DEF as a %
// 2 = vit_penalty_num is reduced from DEF as an exact amount
vit_penalty_type: 1
 
// When vit penalty is enabled, to whom it should apply to? (Note 3)
// By default, only players get the penalty.
vit_penalty_target: 1
 
// Amount of enemies required to be targetting player before defense begins to be penalized
vit_penalty_count: 3
 
// Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
vit_penalty_num: 5
 
// Use alternate method of DEF calculation for physical attacks.
// With 0, disabled (use normal def% reduction with further def2 reduction)
// At 1 or more defense is subtraction of (DEF* value).
// eg: 10 + 50 def becomes 0 + (10*type + 50)
weapon_defense_type: 0
 
//MDEF‚same as above....(MDEF*value)
magic_defense_type: 0
 
// Change attacker's direction to face opponent on every attack? (Note 3)
attack_direction_change: 15
 
// For those who is set, their innate attack element is "not elemental"
// (100% versus on all defense-elements) (Note 3)
// NOTE: This is the setting that makes it so non-players can hit for full
// damage against Ghost-type targets with normal attacks (eg: vs. Ghostring).
attack_attr_none: 14
 
// Rate at which equipment can break (base rate before it's modified by any skills)
// 1 = 0.01% chance. Default for official servers: 0
equip_natural_break_rate: 0
 
// Overall rate of which your own equipment can break. (Note 2)
// This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate 
// (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
// weapon will be broken.
equip_self_break_rate: 100
 
// Overall rate at which you can break target's equipment. (Note 2)
// This affects the behaviour of skills like acid terror and meltdown
equip_skill_break_rate: 100
 
// Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
// NOTE: The official setting is yes, even thought it degrades performance a bit.
delay_battle_damage: yes
 
// Are arrows/ammo consumed when used on a bow/gun?
// 0 = No
// 1 = Yes
// 2 = Yes even for skills that do not specify arrow consumption when said 
//     skill is weapon-based and used with ranged weapons (auto-guesses which 
//     skills should consume ammo when it's acquired via a card or plagiarize)
arrow_decrement: 0
 
// Should the item script bonus 'Autospell' check for range/obstacles before casting?
// Official behavior is "no", setting this to "yes" will make skills use their defined
// range. For example, Sonic Blow requires a 2 cell distance before autocasting is allowed.
// This setting also affects autospellwhenhit.
autospell_check_range: no
 
problem #3 opo kasu hndi tlga na effect kasi ung zipper bear prang wala lng walang dagdag ang alam ko sipper bear mas malakas sa tg if WS char 

 

 

 

 

can I see your renewal.h?

Share this post


Link to post
Share on other sites
  • 0
eto po ung renewal.h ung sa battle c nagawa kuna po 
 
 
// Copyright © Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright © Athena Dev Teams
#ifndef _CONFIG_RENEWAL_H_
#define _CONFIG_RENEWAL_H_
 
/**
 * Hercules configuration file (http://herc.ws)
 * For detailed guidance on these check http://herc.ws/wiki/SRC/config/
 **/
 
/**
 * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder
 **/
 
#ifndef DISABLE_RENEWAL
 
/// game renewal server mode
/// (disable by commenting the line)
///
/// leave this line to enable renewal specific support such as renewal formulas
///#define RENEWAL
 
/// renewal cast time
/// (disable by commenting the line)
///
/// leave this line to enable renewal casting time algorithms
/// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats.
/// example:
///  on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a
///  "fixed cast time" which can only be reduced by specialist items and skills
///#define RENEWAL_CAST
 
/// renewal drop rate algorithms
/// (disable by commenting the line)
///
/// leave this line to enable renewal item drop rate algorithms
/// while enabled a special modified based on the difference between the player and monster level is applied
///#define RENEWAL_DROP
 
/// renewal exp rate algorithms
/// (disable by commenting the line)
///
/// leave this line to enable renewal item exp rate algorithms
/// while enabled a special modified based on the difference between the player and monster level is applied
///#define RENEWAL_EXP
 
/// renewal level modifier on damage
/// (disable by commenting the line)
///
// leave this line to enable renewal base level modifier on skill damage (selected skills only)
///#define RENEWAL_LVDMG
 
/// renewal enchant deadly poison algorithm
///
/// leave this line to enable the renewed EDP algorithm
/// under renewal mode:
///  - damage is NOT increased by 400%
///  - it does NOT affect grimtooth
///  - weapon and status ATK are increased
///#define RENEWAL_EDP
 
/// renewal ASPD [malufett]
/// (disable by commenting the line)
///
/// leave this line to enable renewal ASPD
/// - shield penalty is applied
/// - AGI has a greater factor in ASPD increase
/// - there is a change in how skills/items give ASPD
/// - some skill/item ASPD bonuses won't stack
///#define RENEWAL_ASPD
 
#endif // DISABLE_RENEWAL
 
#endif // _CONFIG_RENEWAL_H_

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

×
×
  • Create New...

Important Information

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