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Rytech

High Council
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Posts posted by Rytech


  1. 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.


  2. =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.


  3. =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.


  4. =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.


  5. =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.


  6. =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.


  7. =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.


  8. =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.


  9. =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.


  10. =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.


  11. =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.


  12. Starting on r888 I begun work on getting the elementals working more like official after dodging it for a few years to work on other priority things. r887 is what set me off to work on this after I had to fix one of the effects they can place on the players. During r888 I added many needed checks and missing code to better help the handling for them and in r889 I added support for their sub-stats and fixed the Elemental Cure skill and a few other things that make it much easier to keep them alive and also make them more useful.

    During all of this I learned that the coding for the core parts of the system is very flawed and because of the amount of code that would need to be fixed I decided its best to just recode the entire system itself instead of going through every piece of code and try to fix it all. But doing so will be a massive task that I would have to spread out over a number of revisions due to the massive amount of changes that will happen and keeping track of it al for 1 revision isnt possible. Sadly this means that a few revisions will have to happen with the system not working. Not my norm when it comes to development but I have to do whats best in the long run.

    Because of this I focused on stable fixes first for the past 3 revisions and r890 is the last stable release ive released in preparing for the future. r891 and the next 5 to around 10 revisions will focus on the elementals recode which will mean unstable releases. So if your running a server powered by 3CeAM, its best to stay on and go no higher then r890 until I give the green light. You can get the update now by SVN update or downloading the "3CeAM r890 2018-06-21" pre-compile from the project page.

    So whats the plan during the recode? Below is what my plan is for doing this. Keep in mind that this is as is right now and could change during the recoding process....

    r891 - Gut out all of the code for the elemental system and all of their status/skills. Its not just the system itself that needs recoding but all of the skills they can cast. So pretty much nearly everything except the type checks for BL_ELEM or elementals since those are fine.

    r892 - Recode everything for elemental.c and elemental.h. Summoning, its AI, database handling, timers and safety checks, etc..

    r893 - Char server's saving for elementals. I will start with SQL support and then do TXT support as well since this is a major job related thing for Sorcerer's just like how homunculus are a major part for Alchemist. Both must be supported. Also the formatting for the elemental save data is getting entirely redone. There is a chance the SQL part for this update may have to be done in r892 as well with the core recode.

    r894 - Code in a few simple skills and work on the AI to prepare the system for checking which skill the elemental is supposed to be using depending on its type, summon LV, and mode. Other things that are needed will be code here as well. Hope to get things stabilized here.

    r895 - If all goes well then this update and those following will focus on adding in their skills. With 42 skills in total its going to take some time to get them all in.

    I estimate that this may take around 2 or 3 months to complete. If you want to see the progress thats been made you can click the link below to view a post I made not long ago showing the difference in the elementals sub-stats. You can also read a document I made from my research showing what all the elementals skills are able to do.

     


  13. The dark theme is really nice and is easy on the eyes. Not sure if its just me but im having a little difficulty telling the difference between read and unread post in different sub's. One's with unread posts show text slightly bolder but not enough to tell from a quick glance. Maybe the dark color around the text is overpowering it. There also was a dot on the side to help with this in the light theme. Think its possible to make the text a bit more bolder and have the arrows change into something for those with unread posts?

    773648446_HerculesForumsIssue3.PNG.250b8b8ec33bac3bbdf97aafd7dedb4c.PNG


  14. =General
    *Regen rate adjusting for natural HP/SP recovery through status's and skills is
    -updated to support adjustments in multiples of 1%.
    -Why this was done in multiples of 100% before is just....ugh.

    *The "eleminfo" command now displays a elementals regen rate.
    -This is a temp thing and might be removed in the future once the recode is done.

     

    =Database
    *White Potion Z and Vitata 500 no longer increases HP/SP recovered through potions
    -and heal skills. They do now increase natural HP/SP recovery rates by 20%.

    *FAW's now have a 10% chance of dropping steel when killed.

    *Updated settings for elemental skills.
    -This is to prepare for the recoding of these skills.

     

    =Skills
    *SR_GENTLETOUCH_REVITALIZE
    -Recoded the skill.
    -Now properly increases natural HP recovery rate.
    -Now allows natural HP recovery while moving.
    -Natural HP recovery rate is not reduced while moving.

    *SO_FIRE_INSIGNIA
    *SO_WATER_INSIGNIA
    *SO_WIND_INSIGNIA
    *SO_EARTH_INSIGNIA
    -Level 1 now works on elementals.

    *MH_SUMMON_LEGION
    -Summoned monster's HP, MaxAttack, DEF, and ASPD is now affected by the homunculus
    -BaseLV and the skill level used.


  15. Back in March of 2010 (earliest I can find in 3CeAM's records) we started adding the first of the data found for the Sorcerer's elemental spirits and during the next few months other things like tags and ID's for skills, stats, and what else was added. During those first 6 months not much happened with them until September when Pakpil released a working version of the elemental system which excited many. During the next few months their skills and other functions were added and since then nothing else happened other then a few bug fixes.

    In May 2012 I did the Sorcerer 2011 update and noted that the elemental system would be worked on in a separate future update. But it never came due to many other things having a priority over it. Not only that but I didn't know much about them and detailed info on them was lacking. The 2011 iRO document had info, but it was small compared to what the entire system holds. And to top it off, the system with its current coding is kinda....meh. So I avoided working on it.

    But now that things are pretty much up-to-date and complete for all existing jobs and the latest jobs like Star Emperor and Soul Reaper, there really isnt much to do other then bug fixes and code cleanups. But after coming across some code for the status's that elementals give to allow autocasting bolt skills, I felt its time to tackle the system. Starting with r888 I spent a lot of time updating checks for them and figuring out how this entity is supposed to be handled and how to recode it in the proper way. Then with r889 came the 2nd update to them which brought huge changes. Took much longer since I was still figuring out how to handle them.

    That 2nd update made a huge difference with their sub-stats. I added a command to show their sub-stats so I could see if their being calculated correctly since there's no official way to see this. Seeing how well the command worked I decided to keep it in so player's can use it in other server's to see the sub-stats of their elementals. Below are 2 pics showing before and after the updates....

    Before r889screeneAthena030.thumb.jpg.48de12234da8ff6737b9fb16e3952c71.jpg

    After r889screeneAthena032.thumb.jpg.1d7bae25933aef9cd0b0fe4a379ae37d.jpg

    Seeing this big of a difference I really want to do more to improve the system and make it work like official. But to do that I will have to recode the entire core of the system which will take a lot of time to do. Along with this, all of the skills that the elementals cast will need to be properly recoded as well and with that I wanted to know exactly how they work before doing so. Matter of fact, I want to know how everything works. So for around a entire week I spent most of my free time doing research by poking around in aegis files and its zone.exe and created a document containing all of the data and information ive extracted from the files.

    With the document now complete I will now share everything I learned from this research....

    Elemental Spirits Information.txt

    I learned a lot of interesting things about the elementals but at the same time wondered what the hell they were thinking when they made this system. That thought popped in my mind multiple times which isn't good. I feel like they failed to make a proper logical system and kinda rushed it. But hopefully the current dev team at Gravity will rework it into a more proper system when they do the update for the Sorcerer's skills. But seeing that no dev note announcements were made yet and the fact that most of the existing 3rd jobs already got updates, Sorcerers will likely be last on the list due to the elemental system. Might not hear anything til mid or late 2020. Lets cross our fingers and hope for the best.

    Expect more major updates in the next few upcoming updates for 3CeAM.


  16. =General
    *Elemental update part 2 completed.

    *Added the "elemental" battle config file with a bunch of new configs in it.

    *natural_homun_healhp_interval
    *natural_homun_healsp_interval
    *natural_elem_healhp_interval
    *natural_elem_healsp_interval
    *elemental_masters_walk_speed
    *max_elemental_hp
    *max_elemental_sp
    *max_elemental_def_mdef
    -Added these new configs.

    *Added the "eleminfo" command.
    -This command allows one to see the stats of a summoned elemental.
    -Quite useful for seeing the build of your elemental and what to expect from it.

    *Added elemental tags and ID's to the mobid enum table.

     

    =Database
    *Cleaned up the elemental database.
    -Note: Won't allow blank lines. This will be fixed on the elemental system recode.

    *changed the required state "elementalspirit" to "elemental" for skill checks.

     

    =Elementals
    *Updated the behavior of the elementals.
    -Reduced the chase range to a proper 2 above the view range.
    -aMotion and aDelay behavior corrected to fix cropped attack animations.
    -dMotion reduced to 300.
    -Now has the same movement speed as their master.
    -Chance of autocasting attack skill when attacking increased from 2% to 5%.
    -Max follow distance from the master reduced from 6 to 3 cells.
    -HP/SP now recovers at a rate of 2% MaxHP/MaxSP every 3 seconds.
    -Sub-stats are now affected by the master's build.
    -Formula's for MATK, DEF, and MDEF are customized to be balanced for pre-re.
    -Formula for ASPD is official. The 2011 balance update document is wrong.
    -Note: Natural HP/SP recovery will be on no matter the mode selected for now
    -until the main system code is redone.

     

    =Homunculus
    *Fixed a issue where the attack speed was faster then what it should be.

    *Corrected a mistake that allowed them to do crits through regular attacks.
    -Turns out in official they can't crit. Its like this for any non player entity
    -unless its done through a skill that forces crit damage. Sorry about that.

     

    =Skills
    *SO_EL_CURE
    -Recoded the skill.
    -HP/SP recovery formula updated to official.
    -Old Formula: Recovers 10% MaxHP/MaxSP.
    -New Formula: Recovers HP/SP by the amount equal to what the master sacrificed.
    -Example: Master with 47997 HP and 4387 SP will recover the elemental by 4799 HP
    -and 438 SP.

    *MH_OVERED_BOOST
    -Now sets the homunculus and master's ASPD to a fixed value.

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