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Rytech

High Council
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Rytech last won the day on February 2

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About Rytech

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    Rytech2
  • Emulator
    3CeAM

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  1. Please don't necro old topics. If you need help then make a new topic. Thanks.
  2. What client are you using? If its 2018-06-21aRagexeRE make sure your using a sclientinfo.xml file and not clientinfo.xml and double check your entrys in the file. IP 127.0.0.1 and port 6900 should work by default.
  3. Those documents were released by iRO staff back in around 2011 when they applied the 3rd job skill balance updates from kRO. I just placed a copy of them there to use for reference when I was still coding in the skills since they contained info that was up-to-date at the time. Pretty much every official formula for skill damage and effects are used in 3CeAM unless a change is needed for balance/mechanical reasons. Like a skill that increases DEF by a fixed 120 would be OP for sure and is divided by 10 here. There is no info listed on how things are handled here.
  4. =General *Elemental system recode part 10. -This update focuses on adding support for all of Tera's skills. -With this update, the recoding of the entire elemental system is now complete. -Any further updates to the system will be bug fixes and optimization. -Im sooooooo glad im finally done with this. *Reduced the amount of code used for some autocasting status's. =Skills *EL_WIND_SLASH -Fixed a issue where it was dealing magical damage instead of physical. *EL_SOLID_SKIN *EL_STONE_SHIELD *EL_POWER_OF_GAIA *EL_PETROLOGY *EL_CURSED_SOIL *EL_UPHEAVAL *EL_STONE_HAMMER *EL_ROCK_CRUSHER *EL_ROCK_CRUSHER_ATK *EL_STONE_RAIN -Added support for these skills.
  5. =General *Elemental system recode part 9. -This update focused on adding support for all of Ventus's skills. -3 elementals down. Only 1 more to go. Im so ready to finish this. =Skills *EL_WIND_STEP *EL_WIND_CURTAIN *EL_ZEPHYR *EL_GUST *EL_BLAST *EL_WILD_STORM *EL_WIND_SLASH *EL_HURRICANE *EL_HURRICANE_ATK *EL_TYPOON_MIS *EL_TYPOON_MIS_ATK -Added support for these skills.
  6. =General *Elemental system recode part 8. -This update focused on adding support for all of Aqua's skills. -2 elementals down. 2 more to go. *Added some checks to help stablize the elemental skills. =Skills *EL_PYROTECHNIC *EL_HEATER -Corrected the damage increase to certain skills. *EL_WATER_SCREEN *EL_WATER_DROP *EL_WATER_BARRIER *EL_AQUAPLAY *EL_COOLER *EL_CHILLY_AIR *EL_ICE_NEEDLE *EL_WATER_SCREW *EL_WATER_SCREW_ATK *EL_TIDAL_WEAPON -Added support for these skills.
  7. =General *Elemental system recode part 7. -This update focuses on adding the structures and handlings for the elementals -skills and the status for them. This update also adds support for all of Agni's -skills. Now that I have things set on how to handle these skills it should be -a smooth development for the remaining 3 elementals. =Elementals *Fixed a issue where LV 1 elementals would not stay in passive mode. =Skills *SA_AUTOSPELL -Aftercast delay is now properly triggered on autocast. *NC_RESEARCHFE -Recoded the skill. -Bonus ATK now only applies to fire and earth element monsters. -Damage reduction is corrected to be a fixed reduction. -The damage reduction only applies to attacks from fire and earth element monsters. *SO_WARMER -Recoded the skill. -Freeze, Frost Misty, and Crystalize status are now removed by the AoE itself. -HP recovery is now handled by the warmer status. This is the official handling. -Status is now removed when you walk outside of the AoE. -I had to recode this when adding Agni's Heater skill. *SO_EL_CONTROL -Fixed a issue where the skill would fail even if you have a elemental. *EL_CIRCLE_OF_FIRE *EL_FIRE_CLOAK *EL_PYROTECHNIC *EL_HEATER *EL_TROPIC *EL_FIRE_BOMB_ATK *EL_FIRE_WAVE_ATK -Added support for these skills. *EL_FIRE_MANTLE -Number of hits per cell changed to 1. -Due to the damage they deal and with no known official number, its best to keep -it safe for now. Especially when you can lure a enemy to walk through multiple -cells at a time. 1000% MATK is a lot of damage for 1 hit from a firewall. -A regular LV 10 firewall deals 50% MATK per hit for 12 hits per cell. -Thats 600% total. *EL_FIRE_BOMB *EL_FIRE_WAVE -Now has a 50/50 chance of casting 1 of 2 versions of itself.
  8. =General *Elemental system recode part 6. -This part focused on redoing all the SQL save/load related stuff for elementals -and the format that the data for them is saved in. Due to the major rework on -the format for their save data a SQL update is required. This update drops the -elemental table and all of the data for them and creates a new one with the new -format. This is also important to get rid of any unused elemental data caused -by a bug on character deletion. - -Glad I got this out of the way. All thats left is to code in all of the skills -for the elementals. Should be easy to do since their skills are simple. *Fixed a issue where deleting a character would not delete the data for a attached -elemental if one was active at the time of deletion. =Elementals *Base sub-stats are now calculated during the summoning of a elemental. -Once summoned, these base sub-stats will be set for the entire duration of the -elementals life. The only thing that will affect them after is changes through -status's. =SQL *Updated the main.sql file with the new format for the elemental table. *Added update 3CeAM_svn896.sql.
  9. =General *Elemental system recode part 5. -This part focused on finishing up the rest of the AI related stuff, how the -mode switching functions work, and all that happens while a mode is active and -what happens during the switching of modes. Database relate stuff is updated -to remove all the useless stuff not needed. Finally, some code was updated to -be more compact and efficant now that things are finalized. - -With this step done the system is now complete enough to where I can start -putting focus on coding in their skills. I can also focus on moving the sub-stat -calculations to the elemental create function and also update the save data -format for them. Which ever one I choose to work on next. *Replaced the "elem_support" config with "elem_defensive_support" config. -It works similar to the old one except it only applies to Defensive mode. -Felt allowing a elemental to attack while in Wait or Passive mode was too much. *Added "elem_defensive_attack_skill" config. -Sets if a elemental can autocast its offensive skills in Defensive mode. -Its set to no by default as you can trigger them using Elemental Action. *Reaplced "natural_elem_healhp_interval" and "natural_elem_healsp_interval" with -"natural_elem_healhp_interval" config. This is necessary due to the changes to -their HP/SP regen mechanics. *The "eleminfo" command no longer shows the elementals regen rate. *Elemental type checks is switched to use the "elemental_get_type" function. =Database *Updated the elemental_db. -Removed quite a number of columns since a lot of it is pointless. Most of a -elementals sub-stats are set using formulas different from the norm. *Removed the elemental_skill_db. -Aegis has the skill selection and management hardcoded. Doing the same here -showed to be much easier to do and is more efficant. Plus its easy to add new -skills to the lists in the code if needed. =Elementals *Recoded the handling of HP/SP regen to official. -HP/SP is no longer regenerated by normal means and is now done through the "Wait" -mode status. While this means that status's that normally increases a player's -regen rate no longer affects elementals, it also means status's that reduce or -disables HP/SP regen won't affect elementals. - -For as long as the elemental is in the wait mode it will regen HP/SP. The regen -can be doubled when standing in a level 1 insignia of the same element. Regen is -only disabled when the elemental is in any of the 3 active modes... -Passive / Defensive / Offensive. *SP is now drained while in Passive and Defensive modes. If there's not enough SP -to continue the state it will switch back to Wait mode. *The masters SP will now be drained every 10 seconds for as long as the elemental -is alive. If theres not enough SP to continue, the elemental will be lost. *Elementals follow distance increased to 3.
  10. =General *Elemental system recode part 4. -This part focused on coding in the rest of the AI for handling skill related -stuff. Elementals will now autocast their offensive skills when attacking and -also use them when commanded with Elemental Action. Skills are also handled -through 3 seprate skill type functions and are triggered depending on the -elementals set mood. - -With how well the skills control is being handled in the source im thinking of -just removing the elemental_skill_db since its just feels pointless. It turned -out to be much easier and cleaner to hardcode the stuff in a group for each -mode. Best and most efficant way to go since all skills are 1 level max, -there's no skill tree, and skills can't be used/triggered by normal means. - -With the main parts of the system now working I feel its safe to enable the -Sorcerer's elemental related skills. There's still some bugs as the system -is still in development but nothing to worry about. *elem_support *elem_offensive_skill_chance *elem_offensive_skill_casttime *elem_offensive_skill_aftercast -Added these configs to the elemental config. *Updated the "useskill" command to check if the player has a elemental when -casting a skill from their skill range. If one exists, it will cast the skill -instead of the player. This check is also added for mercenarys and their skills. *Elementals are now summoned with full HP/SP....again. *Elementals are now only allowed to attack when in offensive mode. *Cleaned up some code. =Jobs *Sorcerer -Enabled skills related to the elemental system. -With the system recode now stable and mostly working it should be safe to allow -use of these skills. =Skills *Elementals -Updated all timer data settings in the skill_renewal_cast_db to prepare for -coding in their skills soon. Some may need to be hardcoded later on. -All skill animation code is complete (should be) and so is the status support. -They only look pretty for now but I wanted a way to visually see if the mode -switch function is working and it appear that it does. PROGRESS!!!! *EL_FIRE_MANTLE *EL_FIRE_ARROW *EL_FIRE_BOMB *EL_FIRE_WAVE -Added support for these skills. -A bit early on coding some of their skills in but I needed a few working to test -their offensive skill autocasting AI and also their mode switching functions.
  11. =General *Elemental system recode part 3. -This part focused on adding AI support for the elementals. -With the AI requiring a lot of work its best to do the main functions here and -do the other functions in the next part. *Added AI support for the elementals. -Elementals appear to use the same AI as monsters in official and because of this -I decided to make a copy of the mob's AI and then do the needed edits to make it -usable for elementals. The basic functions and feature are complete which gives -the elementals life. They will follow its master, attack anything the master -attacks, attack anything that attacks it, search for and attack stuff when set -to aggressive, etc. - -Only the main parts of the AI is done. More features and functions will be added -in the next update. *Added the "elemtalk" command. -This allows you to make a elemental say what you type. Fun extra to have. *Added the "elemental_ai" config setting. -Allows setting custom AI settings for the elemental's AI. -Note: Not all of the settings work since the AI is still under development.
  12. =General *Elemental system recode part 2. -This part focused on recoding the elemental C/H files from the ground up. -With the core parts complete, its possible to summon and release elementals. -They don't have a working AI yet and will just stand in place and do nothing. *Elementals are now supported in TXT mode. -The support bypasses the need for the char server and any save functions. -Since nearly every server run's in SQL mode its pointless to add save function -support to the char server. This TXT support is good enough for development -and testing purposes. *Updated the "eleminfo" command. -Now shows the elemental's summon Lv next to the name. -Now displays the remaining time left for the current elemental. -Note: The rate display will remain in here for now for testing purposes. *Shifted the offset ranges for homunculus, mercenary, elemental, and guild skills. =Database *Updated the elemental_db and elemental_skill_db. -The formats should be finalized but well see. =Skills *SO_EL_CONTROL -Partly recoded the skill but did enough for allowing releasing the elemental. -It does not support mode switching yet. *SO_SUMMON_AGNI *SO_SUMMON_AQUA *SO_SUMMON_VENTUS *SO_SUMMON_TERA -Recoded these skills.
  13. =General *Elemental system recode part 1. -Removed all status and skill code for elemental skills. -There was a lot to track after doing this. Best to commit the changes before -doing the elemental system itself as it too is a lot of code to remove. *All elemental related skills in the Sorcerer's skill tree is set to passive type -for now to prevent use of those skills. They will be renabled once the recoding -is complete. Gotta error proof things for anyone updating past r890 not aware of -whats going on.
  14. Much much better. Thank you. =D
  15. Its likely showing this due to a setting or flag set on your compiler. Nothing to worry about. The compiler is just complaining about small things that isn't a real issue.
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