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Shahin

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Everything posted by Shahin

  1. I have tried with different sashes as values, also i have tried with the attBonusMin and Max -= 0.5; Look: the values before the -.5 should be: 20 and 27 45.03 and 52.63 ^ this are The normal, calculated without round With normal round it should be : 20 and 27 & 45 and 53 In Client side the round calculations are working good as i see on the sashes, but the server side are not.. There is no round in server side.. [EDIT] Also the char_skill part is not rounded. Can you please help me with a formula to round them? Thank you
  2. One last question: I see i'm getting the server side value +.5 why is that?
  3. It is working PERFECT!! Also: The rounding bug was not a bug anymore after your serverside&clientside source fix. Thank you very very much ! One last question: I see i'm getting the server side value +.5 why is that?
  4. Also the increment now should be rounded with -.05 on sash , haha The status board for magic damage is ok with the server side, also for attack rate. The only thing is to show att damage in Caracter Board, also to round this : wep(min 20.000000 max 28.000000) mag(min 13.000000 max17.400000) to 17.000000
  5. @Ikarus_ 1105 19:32:33404 :: Going to add to your points : wep(min 20.000000 max 28.000000) mag(min 13.000000 max17.400000)
  6. Hello, I have Effects only on the largest Elixirs and i would like to have them on the small ones as well. How can i do that? [Hidden Content]
  7. Thank you guys, so it was working server side but it is not showing in game
  8. There is no text appearing while ingame when i equip a sash. Tried building other sashes and still nothing. I guess the code is not read by the static void ApplyAcceAttackValue from battle.cpp what now?
  9. Hey guys, i am working at this server for some time now and i have some missing files. Since i don't know where to get them from, could any of you help me out please? You might have them in the server already. Thank you in advance Motion: spider_egg have not motlist.txt vnum(2095) folder(spider_egg) Motion: yamachun have not motlist.txt vnum(6091) folder(yamachun) Motion: magma_crystal have not motlist.txt vnum(6114) folder(magma_crystal) Motion: reddragon_room_fly have not motlist.txt vnum(6115) folder(reddragon_room_fly) Motion: reddragon_room_human_boss have not motlist.txt vnum(6116) folder(reddragon_room_human_boss) Motion: reddragon_room_human_boss have not motlist.txt vnum(6117) folder(reddragon_room_human_boss) Motion: metinstone_reddragon_statue have not motlist.txt vnum(6118) folder(metinstone_reddragon_statue) Motion: reddragon_room_boss2 have not motlist.txt vnum(6193) folder(reddragon_room_boss2) Motion: yamachun have not motlist.txt vnum(6417) folder(yamachun) Motion: ten_warrior_monster have not motlist.txt vnum(6420) folder(ten_warrior_monster) Motion: guild_target_daepo have not motlist.txt vnum(7101) folder(guild_target_daepo) Motion: guild_target_daepo have not motlist.txt vnum(7102) folder(guild_target_daepo) Motion: guild_target_hwacha have not motlist.txt vnum(7103) folder(guild_target_hwacha) Motion: guild_target_hwacha have not motlist.txt vnum(7104) folder(guild_target_hwacha) Motion: guild_target_bonghwa have not motlist.txt vnum(7105) folder(guild_target_bonghwa) Motion: zombie_key_stone have not motlist.txt vnum(30101) folder(zombie_key_stone) Motion: zombie_god_stone have not motlist.txt vnum(30102) folder(zombie_god_stone) Motion: zombie_security_stone have not motlist.txt vnum(30103) folder(zombie_security_stone) Motion: zombie_security_stone have not motlist.txt vnum(30104) folder(zombie_security_stone) Motion: pig_young2 have not motlist.txt vnum(34017) folder(pig_young2) Motion: dog_young2 have not motlist.txt vnum(34018) folder(dog_young2) Motion: tiger_young2 have not motlist.txt vnum(34019) folder(tiger_young2) Motion: lion_young2 have not motlist.txt vnum(34020) folder(lion_young2) Motion: spider_egg have not motlist.txt vnum(2095) folder(spider_egg) Motion: yamachun have not motlist.txt vnum(6091) folder(yamachun) Motion: magma_crystal have not motlist.txt vnum(6114) folder(magma_crystal) Motion: reddragon_room_fly have not motlist.txt vnum(6115) folder(reddragon_room_fly) Motion: reddragon_room_human_boss have not motlist.txt vnum(6116) folder(reddragon_room_human_boss) Motion: reddragon_room_human_boss have not motlist.txt vnum(6117) folder(reddragon_room_human_boss) Motion: metinstone_reddragon_statue have not motlist.txt vnum(6118) folder(metinstone_reddragon_statue) Motion: reddragon_room_boss2 have not motlist.txt vnum(6193) folder(reddragon_room_boss2) Motion: yamachun have not motlist.txt vnum(6417) folder(yamachun) Motion: ten_warrior_monster have not motlist.txt vnum(6420) folder(ten_warrior_monster) Motion: guild_target_daepo have not motlist.txt vnum(7101) folder(guild_target_daepo) Motion: guild_target_daepo have not motlist.txt vnum(7102) folder(guild_target_daepo) Motion: guild_target_hwacha have not motlist.txt vnum(7103) folder(guild_target_hwacha) Motion: guild_target_hwacha have not motlist.txt vnum(7104) folder(guild_target_hwacha) Motion: guild_target_bonghwa have not motlist.txt vnum(7105) folder(guild_target_bonghwa) Motion: zombie_key_stone have not motlist.txt vnum(30101) folder(zombie_key_stone) Motion: zombie_god_stone have not motlist.txt vnum(30102) folder(zombie_god_stone) Motion: zombie_security_stone have not motlist.txt vnum(30103) folder(zombie_security_stone) Motion: zombie_security_stone have not motlist.txt vnum(30104) folder(zombie_security_stone) Motion: pig_young2 have not motlist.txt vnum(34017) folder(pig_young2) Motion: dog_young2 have not motlist.txt vnum(34018) folder(dog_young2) Motion: tiger_young2 have not motlist.txt vnum(34019) folder(tiger_young2) Motion: lion_young2 have not motlist.txt vnum(34020) folder(lion_young2)
  10. with the code: //todebug if(ch->GetDesc()->IsPhase) ch->ChatPacket(CHAT_TYPE_INFO, "Going to add to your attack : min(%0.2f) max(%0.2f) ", AttBonusMin, AttBonusMax);
  11. Dear WeedHex, i have tried your version of calculation, but sadly only one value was set for bot Min and Max. Your Calculation Method might be good but the sash absorption in lennt v0.3 is wrong for gathering both value. It is using one value for both min and max... Thanks to @Ikarus_ i managed to make the Magic attack work as it should (min and max values), and we try to make normal attack work as well.
  12. #include "desc.h" was already included in the file and still with errors
  13. Define is changed, i checked before doing any modifications, also, if it wans't a good define, neither magic attack should've work, right? Normal attack with or without the sash is the same while attacking a mob. CPythonPlayer::__UpdateBattleStatus(): My server define is __SASH_SYSTEM__ My binary define is ENABLE_SASH_SYSTEM Checked in both service.h & locale_inc.h
  14. The values for Magic attack for min and max are good now, but i don't get Normal Attack bonuses at all...
  15. The client side works, but the server side compilation gave me an error. Please, take a look:
  16. I found the problem of which this system is not so popular: Because of the loadMessages=False, if you press someone's whisper button, the chat is empty.. If loadMessages=True, the whisper button works as you designed, but the double messages are back again.. Can anyone find a solution please? Thank you!
  17. Hello devs, I would like to know how to remove the useless Sell button from the private shop. Also: how to center the Buy button afterwards? Thank you
  18. If you'd like, you can add me on discord and i will copy paste the fix afterwards. Shahin#4229
  19. Hello @Ikarus_, thank you for your feedback. I have Lennt 0.3, the __SASH_SYSTEM__ I have the same lines in my system as well, but i have a problem calculating both values. The problem is: Only Max Value from the weapon was absorpted, and set to both Max and Min values.. (server side) Client side is normal as it should be... Socket 0 is set for the sash absorption % , i see that. Socket 1 is set for the Max value of weapon attack value Also, if you can see, i have the values incremented by 1. Instead of receiving 28 max value, i get 29. The same thing at Magical attack. What i am trying to say: How to make the sash take both Min & Max values from my item? instead of only Max values? Also how to get that value normal, not incremented? If your values are correct, could you send me your item.cpp ? I need to see the Calculation formula as some other lines from there, i might've forgot something...
  20. I hope you realize that we have the same problem, still.. This is the remaining code in void CPythonPlayer::__RunCoolTime(DWORD dwSkillSlotIndex) { TSkillInstance & rkSkillInst = m_playerStatus.aSkill[dwSkillSlotIndex]; CPythonSkill::TSkillData * pkSkillData; if (!CPythonSkill::Instance().GetSkillData(rkSkillInst.dwIndex, &pkSkillData)) { TraceError("CPythonPlayer::__SendUseSkill(dwSkillSlotIndex=%d) - NOT CHECK", dwSkillSlotIndex); return; } CPythonSkill::TSkillData& rkSkillData=*pkSkillData; rkSkillInst.fCoolTime = rkSkillData.GetSkillCoolTime(rkSkillInst.fcurEfficientPercentage); rkSkillInst.fLastUsedTime = CTimer::Instance().GetCurrentSecond(); PyCallClassMemberFunc(m_ppyGameWindow, "RunUseSkillEvent", Py_BuildValue("(if)", dwSkillSlotIndex, rkSkillInst.fCoolTime)); } And i still don't give damage. Can you pllease check? When i don't have casting speed on an item, it is working fine. When i have casting speed, it is not dealing damage anymore if i fastly cast it again..
  21. Hey there, is there anyone that knows Weapon Skin Index?
  22. Hey there, i would like to know if is there anyone to have a Skill_proto.sql up to date, like official. I need something balanced for every class including Lycan. I've heard that after 17.5 the skill_proto has been balanced with lycan as well. I have 6 skills on all characters if it does matter. Thank you
  23. So i've tested: Before the calculations: With Normal skills cooldown i have no problem doing damage when it finishes casting. I have Synchronized skilltable.txt with Vegas's release not to worry about it afterwards. After trying @Sonitex 's version and @iMerv3's WORKING calculations, a problem occurs: I cast a skill, and the very first second when the cooldown is ready and i try to cast it again: i do no damage. So, i Undo the calculations and left it stock to see if it was actually me. Well, I don't have the problem anymore. If anybody would like to give his fix to the problem, i would appreciate.
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