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Playtester

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Playtester last won the day on August 1 2015

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About Playtester

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  1. Well first of all, check the links I posted earlier, the ones not crossed out yet (I don't know if you have merged them yet, but I didn't see it). If you just want a list of all rAthena commits: https://github.com/rathena/rathena/commits/master I think almost all my commits are interesting for Herc too (I verified all of these are official): https://github.com/rathena/rathena/commits/master?author=Playtester Some of the bugfixes I made are not needed on Herc because they were fixing bugs caused by commits from aleos/Cydh that Herc didn't merge in the first place. Unfortunately I don't have enough time check Herc's code and compare anymore and give as extensive explanations as I did on the previous page, but if you have any questions about my commits, feel free to ask, I will provide as much information as I can. I always make sure my commits are well documented and linked to an issue. Click on the issue link if you want additional info on why something was changed. Also my commit messages should all be understandable for normal players, so they could check what they are interested in the most via the list. Fixing the range system and Sanctuary / Evil Land would be a start, I even created Github issues on those (wanted to see how actively you process them). Also how about finally fixing the critical range exploit reported here: https://github.com/HerculesWS/Hercules/issues/841 Commit: https://github.com/rathena/rathena/commit/6f74f67da060a063183e1147dfc893c9454af853 There's so many awesome things to merge. Especially all the skill fixes... @Players I assume Dastgir is asking you to point out rAthena commits that you'd like to see on Herc. So just browse through the commits and if you find something that's important to you, link it here.
  2. Yes. And it's also "uncomment pre-renewal" instead of "disable renewal". ;-)
  3. I meant back to RO emulator development. I'm using SVN so I can't do it myself, but feel free to blatantly use all my commits. I did them all for the players and not for myself. :-)
  4. Due to my declining health, I probably won't be able to do as many updates on rAthena anymore (but it's pointless if they don't get merged to Hercules anyway), so here are the last two updates I did that should be merged to Hercules if there aren't yet (sorry, no energy to check): 1. https://github.com/rathena/rathena/commit/861112b89b58eeeb875d36b0c59f3e999b5f528d Official behavior of Gravitational Field and official ranges for Ganbantein and Gravitational Field. This makes the skill quite unique and really interesting. For example how it allows to add autocasts to the formula. I think some of the minor fixes are not needed on Herc due to different damage code. 2. https://github.com/rathena/rathena/commit/b5fd69b64d6456df04f14930a022f712be460488 Spiritual Bestowment fix. Not sure if it works properly on Herc. It should only consume a sphere if a sphere is actually transferred (so if the target already has 5 you won't lose any) and also should not work on Gunslingers. Maybe once all my fixes are on Herc I come back. =3
  5. Ok seems to be that routing from my connection isn't able to leave Europe. Strange.
  6. Yup, seems to be down, but better report it on IRC than on Herc forums. =p Edit: Actually 80% of all websites can't be reached by me. Seems I can only reach Google and .ws domains. o.o .org and .com are completely unreachable. Maybe some core router or cable went bye bye.
  7. Well all really do stack you just can't duplicate the effect. But it's very easy to implement no skill unit cell stacking. Simply open skill.c and find the function skill_cell_overlap. There you can block every skill unit combination you want.
  8. The Land Protector fix was merged so I crossed it out. In meantime I did some more smaller fixes: 1. https://github.com/rathena/rathena/commit/a0bd0168cf0e7fa257f67bd5eae4d2a4721a6807 Same issue is on Herc. Autobonus3 is called in skill_onskillusage, but it's only called in skill_attack by default. There are skills that don't use skill_attack in particular nodamage and ground skills. For nodamage skills it was already implemented to separately call skill_onskillusage, but it also needs to be done for position skills. 2. https://github.com/rathena/rathena/commit/13d1c2dcd93f7a789266b312ec8c420c20a51077 This was mostly correct on Hercules already, except for the bonus from Musical Lessons. Bonus should increase at every even number (2, 4, 6, 8 and 10) instead of every odd number. 3. https://github.com/rathena/rathena/commit/d20ac845d1e2fe90eb0fcbf50365f7f2207234bc On officials direction of a unit doesn't change when it attacks, so when a knockback depends on direction, it will depend on the last direction walked into even when attacking in the opposite direction. Merged 4. https://github.com/rathena/rathena/commit/0fd7ba72dfea51b037f02ebc77c00d5f7e585a6a On one hand fixed 1st Transcendent Spirit. On officials it basically works like Marionette Control, it calculates the bonus at cast (which makes stats go to BaseLevel-10 with a maximum of 50). If there are other buffs later it's added on top of the bonus (except for Agi Up and Blessing which cancel the soullink directly). There was a lot wrong with this skill which is all fixed now. :-) Even more interesting than that is that I fixed several position lag issues. Basically the client will not display complex paths properly. On official servers, monsters won't even start chasing a target when the path to it is too far. If a monster does anyway (as on emulator) the path of the monster will not be displayed properly. There was also an issue that a monster displayed "irregular movement" which causes high position lags when a status changed ended (e.g. Quagmire) which I also fixed. Finally there was also a problem that sometimes I monster stopped chasing but still displayed as "moving" on the client. When merging, please also merge the follow up fix: https://github.com/rathena/rathena/commit/0359420f422cfdb8bd24dc2623d6235b77123178 Merged 5. https://github.com/rathena/rathena/commit/e6caa9569b62eec5093954a4298ff0d2632cdb53 Seems the skill menu bug is already fixed on Hercules. The looter behavior is quite wrong on Hercules as much it was on rA, though. Looters should only run to items that are in a linear line of sight (not walk around corners to get an item). Also they will always target the first item that drops (on Herc, it's still closest item). Plus their loot range is only "0" meaning they have to be on the same cell as the loot. It makes quite a difference because it makes them walk around a lot to loot stuff whereas on Herc it's basically just walk to an item and then take everything.
  9. More fixes to merge: 1. https://github.com/rathena/rathena/commit/04a1173f7d4c0e1ffbace05d34d8b60dfd037a94 Plant damage code will be hard to fix, probably better to just implement it yourself. I posted all the test data in the corresponding bugreport thread here: http://rathena.org/board/tracker/issue-9380-plant-damage/ The skill damage and hit definition can just be merged, though. The fix is still missing that Fire Pillar also should be unable to hit plants, I fixed that in a follow-up (see below). Found plant code important to fix because I noticed several classes can kill plant mode monsters very easy with certain skills although they shouldn't be able to. Land Mine fix should be easy to merge (simply didn't make sense that it deals the highest damage and still has AoE like Blast Mine which is much weaker). Fixed reflect flag - not sure if there's a conflict in Herc as well since it uses different flags. Sightblaster code improvement is something I got from idAthena, prevents a possible crash fix (even though I have my doubt that sce can be NULL at that point). 2. https://github.com/rathena/rathena/commit/525e8178c27327f000e15ba557c6ed37a371c0b2 Several Waterball improvements. Fix is not perfect, but important as it fixes several critical exploits that were possible with the old version. Removal of knockback of Crimson Fire Formation (bug report is on Herc forums about it). Bosses ignoring skill induced walk delay should be added at the same time as the Waterball update (so they don't get stuck for 10 seconds). The timer interval is probably Herc's own decision. We decided in rAthena that accurate emulation takes priority over performance. In any case since it's just changing a define, each server owner can do it himself (but I still like it if the official behavior is the default). 3. https://github.com/rathena/rathena/commit/e7e8b5454b8093840cb2a9c03903ca08ffeeae4d Finally implemented Land Protector to behave as on official servers. This was the most-wanted bugfix of players / server owners when I asked around, that's why I took the time to investigate and fix it. All the skills and Storm Gust knockback need to be updated at the same time as they are all related to the Land Protector issue. There's also a bugreport about it on Herc forums. Merged 4. https://github.com/rathena/rathena/commit/08bf5112a1f12fd5ae1b3715eddfa2918370d20d Follow up to plant damage -> Fire Pillar should not be able to hit plants (you can hit plants because the AoE of level 6-10 is 5x5 so you can place Fire Pillar two cells next to a plant and then let a monster walk over it). Also fixed Acid Bomb (the ground skill) interval for renewal, although that still doesn't fix it fully as in renewal it should be ATK+MATK and not just ATK. Well the interval was easy to fix so I did that quickly. Merged 5. https://github.com/rathena/rathena/commit/d9a9a024f6ef47c48679629fa508dcb6793a8dce Small Magnum Break damage fix. Merged
  10. Yes 2% vending tax is official behavior. Gravity added this around episode 10 to battle inflation (same reason why they added Rachel Donation, Socket Enchanter and Comodo Gambling). Ragnarok Online easily suffers inflation (= more money "created" by NPCs than money used), the Vending Tax helps to stabilize the economy.
  11. Well if you look at status.c and search for SC_ENDURE, you will see that all of its special item-granted properties are hardcoded. Basically that's why it even uses sc_start4 so it can set val4 which then signalizes if it's an item-granted endure. Like for example here: if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;It's kind of weird as on official server it will simply grants level 1 endure (with duration 9999 seconds), so why do we grant endure level 10 and then hardcode it so that it's reduced to the effect of level 1 endure? Not sure. Anyway, if you don't want to write your own status change and still want item-granted SC to be undispellable then you will need to change the code for dispell / dead and so on to not only check for the status change but also val4 (or any other free value) and only remove the status change when val4 has a certain value. Quite a lot of work, though. You're better off duplicating the status effects.
  12. Working on the emulators certainly helped me a lot also learning it. I'm not the type who reads explanations. I just look at examples and then try to imitate them. At first I started with easy code changes like just correcting the damage which is basically just finding it in the code and changing a number and then tried continuously harder things. Now I set debug messages everywhere and run test cases to figure out complex problems. But I guess I had programming knowledge even before joining eAthena. So going back even earlier... well I guess I simply wrote a hello world program. Also looking at an example, copying it, getting it to compile, and be happy that it showed "Hello world". And then I slowly expanded that like "When I press a key I want it to show a second message" and "Now the user should input a number and it should show the square of it" and then I started writing small minigames like "A goblin appears what to you want to do? 1. Hit it 2. Run away".
  13. Which script are you using? Can you link to it on Github? I only found this: https://github.com/HerculesWS/Hercules/blob/master/npc/custom/jobmaster.txt But it doesn't seem to be the script you are using because the NPC coordinates are different. Wrong parameter "119" should indicate that the string "119" appears in the script, but it doesn't in the end I linked either.
  14. What if you add some debug output before the "if" and test with that: ShowDebug("Attack against plant: critical=%d class_=%dn", flag.cri, class_);Whenever someone attacks a plant mode monster it will then print out if it's a critical and the ID of the target. Then you can check if it's correct against the castle emperium.
  15. It's because it filters for MOBID_EMPERIUM. In map.h: https://raw.githubusercontent.com/HerculesWS/Hercules/b8abf962fd079bc3cad4498aa968f2318d1f5fde/src/map/map.h You can see that MOBID_EMPERIUM is defined as ID=1288, so it will only work on the monster with ID 1288. If you want a different Emperium to work like this instead, just check for its monster ID and put the number instead of MOBID_EMPERIUM. What Emperium ID is spawning in WoE anyway?
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