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rAthena is an open-source cross-platform MMORPG server.

Home Page: https://rathena.org/board/

License: GNU General Public License v3.0

CMake 0.43% Shell 0.16% C++ 98.07% Makefile 0.24% M4 0.31% Batchfile 0.10% Perl 0.57% Python 0.10% PHP 0.01% Dockerfile 0.01%
rathena c-plus-plus mmorpg ragnarok hacktoberfest education game-development game-server learning mmorpg-server

rathena's Introduction

rAthena

clang cmake gcc ms GitHub commit activity GitHub repo size

rAthena is a collaborative software development project revolving around the creation of a robust massively multiplayer online role playing game (MMORPG) server package. Written in C++, the program is very versatile and provides NPCs, warps and modifications. The project is jointly managed by a group of volunteers located around the world as well as a tremendous community providing QA and support. rAthena is a continuation of the eAthena project.

Forum Discord Wiki FluxCP Crowdfunding Fork and Pull Request Q&A

Table of Contents

  1. Prerequisites
  2. Installation
  3. Troubleshooting
  4. More Documentation
  5. How to Contribute
  6. License

1. Prerequisites

Before installing rAthena there are certain tools and applications you will need which differs between the varying operating systems available.

Hardware

Hardware Type Minimum Recommended
CPU 1 Core 2 Cores
RAM 1 GB 2 GB
Disk Space 300 MB 500 MB

Operating System & Preferred Compiler

Operating System Compiler
Linux gcc-6 or newer / Make
Windows MS Visual Studio 2017 or newer

Required Applications

Application Name
Database MySQL 5 or newer / MariaDB 5 or newer
Git Windows / Linux

Optional Applications

Application Name
Database MySQL Workbench 5 or newer

2. Installation

Full Installation Instructions

3. Troubleshooting

If you're having problems with starting your server, the first thing you should do is check what's happening on your consoles. More often that not, all support issues can be solved simply by looking at the error messages given. Check out the wiki or forums if you need more support on troubleshooting.

4. More Documentation

rAthena has a large collection of help files and sample NPC scripts located in the /doc/ directory. These include detailed explanations of NPC script commands, atcommands (@), group permissions, item bonuses, and packet structures, among many other topics. We recommend that all users take the time to look over this directory before asking for assistance elsewhere.

5. How to Contribute

Details on how to contribute to rAthena can be found in CONTRIBUTING.md!

6. License

Copyright (c) rAthena Development Team - Licensed under GNU General Public License v3.0

rathena's People

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rathena's Issues

Problem of Hallucination Effect!

skill_db.txt:
207,9,0,1,0,0x1,0,10,1,no,0,0x2,0,magic,0,0x0, NPC_HALLUCINATION

When monster using this skill (NPC_HALLUCINATION) to attack player, the player will got the screen like below picture, the screen will be Upside down....but I try to disable this effect in conf file, it didn't not get work.

// When affected with the "Hallucination" status effect, send the effect to client? (Note 1)
// NOTE: Set to 'no' if the client lags due to the "Wavy" screen effect.
display_hallucination: no

screennoahro015

My client is 2013-08-07. And diff with "Disable Hallucination Wave"....
I try to all method that cannot solved this Hallucination Wave screen problem...does it bugged ??

Nomiss not working

Nomiss bonuses (eg: ranked bs forged weapons, seaking attack, spirit spheres, etc..) do miss on latest renewal version.

@charunban

rathena/src/map/atcommand.c

Lines 2995 to 2997 in 08bf511

else //directly unban via char-serv
chrif_req_charunban(sd->status.char_id);
clif_displaymessage(fd, msg_txt(sd,88)); // Character name sent to char-server to ask it.

    else //directly unban via char-serv
        chrif_req_charunban(sd->status.char_id);
    clif_displaymessage(fd, msg_txt(sd,88)); // Character name sent to char-server to ask it.

this makes @charunban only works to unban other char in self account.
also, that display message is work, it must be

    sprintf(atcmd_output, msg_txt(sd,88), unbantype==7?"char":"login");
    clif_displaymessage(fd, atcmd_output);

@lighta's unfinished merge /heh

Warg Dash Problem

Dear developers, i'm a big fan of this github server, i'm using the github last release and i'm having problems with Ranger's Warg Dash Skill. When i mount the char on the Warg and execute Warg Dash, my character froze and didn't dash forward (although i have all ranger skills learned). i was also still able to use ward rider skill to unmount from the warg, hit enemies, and sitting, but i weren't able to move at all.. Thanks

Resurrect critical exploit

Resurrecting players above lvl 100 gives TONS really TONS of exp. The higher the target the more exp it gives. A guy resurrected me (168/60) twice and went from base 95 to 96. Resurrecting players below 99 don't have this effect. This is a really serious exploit. Players are already abusing this on our server T.T

//After half an hour we have our first aura priest from from this exploit..

Trap visibility

Git Version: 12628 - 2014-12-04 05:04:30 (luciar)
Client Date: 2012-04-10
Src Mods: NONE
General settings:

  • Full Renewal
  • 1/1/1/1/1 rate
  • PK server (not in towns, above lvl 30)
  • PVP ATK/Skill modifers: 100%
  • WOE ATK/Skill modifers: rA default
  • Official walk path and stacking
  • Exp and drop penalty table values below 100% set to 100%
  • Party and attacker exp bonus: +40%
  • More at (Hungarian, use translate): http://wiki.ragna.ro/

How to reproduce: Use a trap skill
Description:

Hunter laying traps can't see it's own traps, neither can allies see.

Failed to use @loadnpc on same script multiple time.

As title mentioned, the script failed to load when using @loadnpc to load same script.
Example :
@loadnpc npc/custom.txt

then I unload the script/npc using @unloadnpc or @unloadnpcfile

when I try load load back the same file npc/custom.txt using @loadnpc
it doesnt work and tell me that script couldn't be loaded.
I am sure that there are no mistake or type when I try to load it.

However, it will still work when I load it in this way :
@loadnpc npc//custom.txt
@loadnpc npc///custom.txt
this also apply to all directory and subdirectory depend on your script.
Multiple "/" will be treat as single "/"
and yes, each of this command only work once, after @unloadnpc again, then wont be able to load it back using the same "path/directory".

The last update of revision I am using 16 November

Flash Combo not reflecting Official Behaviour

Right now Flash combo gives you a global delay. During this Delay you cannot use any Items. I also dont seem to get any ATK bonus. Flash Combo consumes your HP/SP from Tiger cannon. Its very slow in its execution.

On Official: You can use items after the skill has been cast. It gives the proper amount of ATK. It doesnt consume any HP/SP. Also the skill has a single cool down. It does not give any global delay. It executes much faster on official. It cancels its execution mid-animation if the target gets out of range. Skills can be chained into and after it. It might very well scale with attack speed for execution speed. The skill cool down is 3 seconds.

Proof: https://www.youtube.com/watch?v=ibQimfXKyVQ
Proof: https://www.youtube.com/watch?v=-jfk1jXtVFg

Official kRO changelog:
"- Sura Modified Skill: The ability [Flash Combo] even if the person you are addressing the attack dies, this will be held until the end.

  • Sura Skill Corrected: The ability [Flash Combo] now allowed to be attacked by the enemy when running.
  • Sura Modified Skill: The ability [Flash Combo] is executed on an enemy and this is more than 3 cells away from you the skill is modified to be canceled ."
    http://eathena.ws/forum/topic/1609-04102013-kro-maintenance/

He is also using Gentle Touch - Energy Gain to get back spheres for each attack in the combo.

Sadly i dont know his equipment effects. Point still stands tho.

@accinfo or @accountinfo

Everytime I use this command it keeps saying that No account with ID '2000000' was found.

Even the account and player existed.

and I got 1 Login Server 2 Map 2 Char server.

getitemname bug in last git when showing for Cards.

*getitemname()

Given the database ID number of an item, this function will return the text
stored in the 'japanese name' field (which, in rAthena, stores an English name
the players would normally see on screen.)

and

// Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) ***
// This can be set to any value between 0~10000.
// Note: It also announces STEAL skill usage with rare items
// 0 = don't show announces at all
// 1 = show announces for 0.01% drop chance items
// 333 = show announces for 3.33% or lower drop chance items
// 10000 = show announces for all items
rare_drop_announce: 10

I noticed that this command in last git is bugging for Cards's showing.
In my NPC script and announcer of using *getitemname command it didn't used 'japanese name' field...it used "AegisName" field now...

I don't know what recent changed to affect *getitemname field name to showed..But I really confirmed it bugging in last git now..

Monster movement client display bugs

There are two bugs with the client displaying monster movement:

  1. If the movement path is longer than 14 cells, the client won't display it at all, this leads to big position desync. On official servers, monsters will not chase further than 14 cells if there is a wall between their target and them (if there is no wall the display bug is irrelevant as the view range is only 14 cells). We should at least ensure this when OFFICIAL_WALKPATH is set. Even if OFFICIAL_WALKPATH is not set, we should probably shorten the walkpath to 14 cells max. Monsters will recalculate their chase every 3 cells anyway, so it shouldn't really be a problem.
  2. If the monster got slowed or speed up and the status change ends and was the last status change the monster had, then the client will still display the monster moving at the changed speed from the status change causing position lag issues. To solve this, we need to send the new speed to the client, even if the last status change ends.

Working on both.

Schwartzwald Pine Jubilee

It should give hit+10, perfect dodge+20, but it gives hit+10 flee+20:

12320,Pineapple_Juice,Schwartzwald Pine Jubilee,2,0,,300,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start SC_HITFOOD,600000,10; sc_start SC_FLEEFOOD,600000,20; },{},{}

Sight trasher effect

Git Version: 12628 - 2014-12-04 05:04:30 (luciar)
Client Date: 2012-04-10
Src Mods: NONE
General settings:

  • Full Renewal
  • 1/1/1/1/1 rate
  • PK server (not in towns, above lvl 30)
  • PVP ATK/Skill modifers: 100%
  • WOE ATK/Skill modifers: rA default
  • Official walk path and stacking
  • Exp and drop penalty table values below 100% set to 100%
  • Party and attacker exp bonus: +40%
  • More at (Hungarian, use translate): http://wiki.ragna.ro/

How to reproduce: Use the skill next to many mobs
Description:

Sight trasher displays target in range number of overlapping effects. If you cast it without anything in range and near to 5+ monsters you can see the difference (the effect has more contrast). This excessive use of effects creates a significant client-side lag.

Lord of Vermilion Skill Bug in Last Git!

Lord of Vermilion Skill Bug in Last Git,
Monster of Plant / Mushroom (Mob IDs 1077-1085 ) didn't got hit by Lord of Vermilion skill.

The result like below (Lord of Vermilion Skill cannot attacked the Monster of Plant / Mushroom ):
screennoahro078

screennoahro080

Skill bug: King's Grace

http://forums.warpportal.com/index.php?/topic/109539-kro-update-job-60-skills-short-translations-with-source/

This source claims that the kRO version (and subsequently, the Sakray test server version) of the skill is supposed to behave in the following manner:

"Bestow royal blessings to the caster and allies around the caster to recover HP and protect against status effects and damage.
If used in a PVP or Siege area, only affects the caster and party members, and all targets under the skill's protection will be unable to take any actions for the skill's duration.
Removes the following statuses: Poison, Blind, Frozen, Stone Curse, Stun, Sleep, Bleeding, Curse, Chaos, Hallucination, Silence, Burning, Crystalize, Freezing, Deep Sleep, Fear, Mandragora Howling"

Tested on latest GIT - the skill always prevent targets from casting in status.c regardless of map mode.

monsters laggin through walls

Since the implementation if the new mob walkpath, if a monster decides to walk around a wall, it will just sit on one side of it, then after some time it just jumps to the other side. Pretty annoying.

Skill BUG

==Skill Bug==
Skill Name:Extreme_Vacuum
Din have effect on pvp/woe
i hope this skill effect can follow with irowiki:http://irowiki.org/wiki/Extreme_Vacuum

Skill Name:Cast Ninja Spell(Zenkai)
that skill effect succes 100% even Fire/Water/Wind/Earth.
how i can adjust to like 30% succes?

Skill Name: Masquerade-Enervation/Masquerade-Groomy/Masquerade-Ignorance/Masquerade-Laziness/Masquerade-Unlucky/Masquerade-Weakness
this all skill effect work succes 100%...to unbalance ...
how i can adjust to 30% Sucees...

please help me..thanks

Magnum Break damage

I noticed when fighting Whispers on iRO that I couldn't use Magnum Breaks fire damage bonus to hit them. After investigating a bit, it seems the bonus is only applied if damage is at least 1 HP.

I also tested the damage in general and noticed that the damage formula is wrong. It only deals full damage to monsters in a 3x3 area around the user. Monsters in the 5x5 outer ring take less damage.

I researched a bit and found an in-depth description on a jRO wiki (http://mohige.sakura.ne.jp/knight/index.php?Job_Swordman). According to the wiki the damage is 100%+10%*level on the outer ring which fits to my tests.

Lord of Dead Card effect

Lord of the Dead card should trigger when player is doing physical or range attacks right since it was stated on the description of the card that it has a %chance of auto casting the status alignments when playing is attacking.

the issue with LOD effect it only triggers on melee attacks but when i try to add.

bonus3 bAddEff,Eff_Poison,500,ATF_SHORT; <= means melee or close ranged.

bonus3 bAddEff,Eff_Poison,500,BF_LONG; <= means it will trigger on range attacks too.

Is it normal using Knife[3] with 3 LOD cards + Acid Demonstration = will trigger the status alignments?

I only use knife as an example.

Song / Dance effect artifacts

If a bard / dancer moves out of sight while playing a song, the dance effects stays on the screen. It should slowly disappear the farther the bard / dancer is away.

Will fix this.

Skill min delays

I ran a test on how fast I can spam skills on official servers that don't have any aftercast delays. I tested with 160 aspd, 180 aspd and 184 aspd. The result was that the delay seemed to be the same for all skills without aftercast delay (tested in-depth with Double Strafe and Pierce).

The result of the tests:
160 aspd - 25 hits in 29 seconds = 1160ms delay
180 aspd - 25 hits in 19 seconds = 760ms delay
184 aspd - 25 hits in 17 seconds = 680ms delay

If we subtract the 60ms ping I have we would get to about:
160 aspd = 1100ms delay
180 aspd = 700ms delay
184 aspd = 620ms delay

That's equal to ((200-ASPD)*20 + 300)ms.

Normal attacks are executed 300ms faster than if you try to spam skills. Seems Gravity set a much higher skill delay for all skills now to prevent exploits.

On a sidenote, equipping knuckles on a Priest doesn't set your ASPD to 0 anymore, seems they fixed that too.

About RC_Players Demi Human

Server Version r17704
Renewal
Client 20130807

Job: Shadow Chaser.|

Using Item Upper:
I Love China [0] [Upper Head] Item ID# 5423 (Lovecap_China)
bonus bDex,3; bonus2 bSubRace,RC_DemiHuman,10; bonus2 bSubRace,RC_Player,10;
Using Item Middle:
Blush of Groom [0] [Middle Head] Item ID# 5800 (Blush_Of_Groom)
{ bonus2 bSubRace,RC_DemiHuman,3; bonus2 bSubRace,RC_Player,3; },{},{}
Using Item Lower:
Gentleman's Pipe [0] [Lower Head] Item ID# 5377 (Antique_Pipe)
{ bonus2 bSubRace,RC_DemiHuman,2; bonus2 bSubRace,RC_Player,2; },{},{}

Using Item Combo:
2484:2587:15047,{ bonus bDex,5; bonus2 bSubRace,RC_DemiHuman,15; bonus2 bSubRace,RC_Player,15; }

Using Item Weapoun:
Combat Knife [0] [One Hand] Item ID# 1228 (Combat_Knife)
{ bonus bIgnoreDefRace,RC_DemiHuman; bonus bIgnoreDefRace,RC_Player; bonus2 bSubRace,RC_DemiHuman,10; bonus2 bSubRace,RC_Player,10; bonus2 bSubRace,RC_Demon,-10; },{},{}

Armor Card= Peco Peco Card
Muffler Card= Raydic Card
Shoes Card = Green Ferus Card

Stats Status:
Str 11
Vit 127
INT 100
Dex 128

****** Enenmy Character *****
All Range Attack Genetic/Ranger/ ANd Other All Range Skill Attack 100% MISS

Even Wear Any Combo Set
2483:2586:15046,{ bonus2 bSubRace,RC_DemiHuman,15; bonus2 bSubRace,RC_Player,15; }
2484:2587:15047,{ bonus bDex,5; bonus2 bSubRace,RC_DemiHuman,15; bonus2 bSubRace,RC_Player,15; }
2485:2587:15048,{ bonus bInt,5; bonus bMdef,10; bonus2 bSubRace,RC_DemiHuman,15; bonus2 bSubRace,RC_Player,15; }

I Feel Like RC_Players Problem

Because RC_Players i Remove At Script..No Effect..IF I Add Back RC_Players That Effect IS Over..
also feel like that demi human rc player can combo ...like if i wearing demi human like 50~70 % and Rc_Player have total effect is 70..so that range attack miss and damage damm low..if i take out 1 rc_players item..range attack will no miss..and damage low also.

**notice...all Character Not Only Shadow Chaserwearing this all item that effect are same...range attack miss...

this is my character item picture Link : http://i.pictr.com/xxz16y4arm.jpg

Skill BUG ***VACUUM_EXTREME ***

I use My SVN Source Code:

src/map/skill.c

case UNT_VACUUM_EXTREME:
    {// TODO: official behavior in gvg area. [malufett]
        int sec = sg->limit - DIFF_TICK(tick, sg->tick);
        int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);

        if( tsc && !tsc->data[type] &&
            distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
            sc_start(ss, bl, type, 100, sg->skill_lv, sec);

        if( unit_is_walking(bl) && // wait until target stop walking
            ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
                break;

        if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
            break;

        if( unit_is_walking(bl) &&
            distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
                unit_stop_walking(bl,1);

        if( !unit_is_walking(bl) &&
            distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range &&  // only snap if the target is inside the range or
            src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
            unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
            clif_fixpos(bl);
        }
    }
    break;

Putty Error Images:http://i.pictr.com/qhwme3kbi3.png

NPC_STONESKIN Using Re Method in Pre-Re?

Reference:

0d8a7c0#diff-d96b6365b4bdad78139e676d6e7e3295R1111

http://irowiki.org/classic/NPC_STONESKIN

Someone reported before:
http://rathena.org/board/tracker/issue-6118-npc-stoneskin/

I found that in last git, when monster using NPC_STONESKIN, it will decrease 1/2 damage hit by player. I am using Pre-Re.

But I found that information in irowiki:
Reduce all incoming Physical Damage by 20% for 2 seconds, but reduces MDEF by 20% for 2 seconds

Now, in my pre-re server it reduced 50% Physical Damage!!!!! , why???

SKill Bug**Shadow Form**

Job:Shadow Chaser

when i use ruwach and sight,cannot disable shadow form direct...
how i need do it..when i use ruwach and sight then shadow form direct disable?

Map server crash in the lastest git

Please, someone fix this issue. Every time my server get more than 25 ~ 30 players the map server crash... After update my server to lastest git, i got 40 players on without problem

Looter behavior

There are still some problems related to looters even after these fixes:
a080117
3181ff6

Remaining issues:

  1. Now looters target the loot most south-west, but on officials they target the loot that dropped first.
  2. Looters can only pick up items on the same cell as them on officials. Here they can pick every in a 3x3 area without having to move.
  3. If you drop an item around a corner, the looter AI will get completely stuck.

Will fix it.

Assassin Cross Of Sunset

After testing on official servers to figure out the real formulas, I found some things that are wrong in our formula:

  1. Accuracy for ASPD on officials is 100 = 1%. It's not possible to have increase in 0.1% steps.
  2. There is no 10% base ASPD increase on renewal.
  3. On renewal ASPD bonus only increases by 1% every 20 Agi instead of every 10 Agi.
  4. The musical lessons increase is at even levels not at odd levels.
    (Man, they nerfed that skill a lot in renewal.)

Skill induced walkdelay and monsters

Confirmed on official servers:
Skills that give walkdelay officially like Waterball and Sonic Blow only give walkdelay to players and non-bosses.

I wonder if it's related to unit_blown_immune or exclusively for bosses. Need to find a way to test if using Sonic Blow in GVG grounds gives walk delay...

clif_parse_GMReqAccountName (CZ_REQ_ACCOUNTNAME) usage?

0x01df,6,gmreqaccname,2
clif.c::clif_parse_GMReqAccountName
CZ_REQ_ACCOUNTNAME

what does it do? also with the clif_account_name (ZC_ACK_ACCOUNTNAME)?

Can we just disable it?

  • We still don't know the function yet, even @lighta assumed it asking account name like 'simple ver' of @accountinfo command (just return the user name from specified account id) c953236#diff-85d990dde8caf2d72d1e2b0f7dcf9786R13062
  • Even we assumed like that above, supported client by rA 2012-04-10 & 2013-08-07 doesn't request that packet
  • What I tested, only 2010-07-30 client (from supported client) that asks the packet, and the client spams the request after right-clicking NPC, and this is real annoying.

but, by disabling it doesn't solve the issue, since client still keep going to spam the packet. xD
well, CMIIW

Weapon Attack from STR/DEX on Spears

Due to the way weapon attack from STR is written in the formula, any weapon with range higher than 1 on the item_db is boosting Weapon Attack by using DEX instead of STR. As the only weapons that should be doing this are Bows/Guns and they have 5 range, I did this:

status.c
unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data _status)
{
float str = status->str;
if (wa.range > 1)
str = status->dex;
// wa.at2 = refinement, wa.atk = base equip atk, wa.atk_str/200 = bonus str
return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
}

to

unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data _status)
{
float str = status->str;
if (wa.range > 3)
str = status->dex;
// wa.at2 = refinement, wa.atk = base equip atk, wa.atk_str/200 = bonus str
return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
}

This fixes the weapon attack calculation for spears, which happen to be 3 range, as well as other assorted weapons such as Alcabringer, Krasnaya and Iron Driver. It seems to be working just fine for me, figured I'd share the fix, and see if anyone could think of any potential issues that might arise from it.

Mission Hunting Script

I am having an issue on Mission Hunting script. it seems that when you killed 1 monster on the list of requirements. the result will be 9 monsters you killed.

I am using this https://github.com/rathena/rathena/blob/master/npc/custom/quests/hunting_missions.txt

some screenies from my local server.

  1. http://i.imgur.com/OLS1MAG.jpg
  2. http://i.imgur.com/xMupkCS.jpg
  3. http://i.imgur.com/LxgfWHZ.jpg
  4. http://i.imgur.com/HkAdEiu.jpg

and when I use duplication of the npc the shop also duplicated.

Landmine should be single target

After finding it strange that land mine is easy to learn and still deals the highest damage, I tested the trap skill on Aegis. I found out that Land Mine is a single target skill. It will still trigger in a 3x3 area, but only the monster triggering the trap will be hit.

Setting splash to 0 does NOT fix this, as the damage is centered around the trap, in the case of land mine, it should however just directly hit the mob triggering the trap.

Will try to fix it.

Warg Dash missed when hitting monster (warg strike lv 5 learned)

Dear developers, thank you very much for the warg dash skill fix. I've tried the fix and my ranger finally started to run. But then i realized when i summoned porings, start the warg dash skill (with lv 5 warg strike skill learned) and hit the poring when running, my character stopped and the skill (which should give damage to the poring i hit) missed. I tried several times on several monsters in the dungeons and it's still giving me a miss. May i ask for help with this issue? Thank you in advance :)

Vacum extreme

Git Version: 12628 - 2014-12-04 05:04:30 (luciar)
Client Date: 2012-04-10
Src Mods: NONE
General settings:

  • Full Renewal
  • 1/1/1/1/1 rate
  • PK server (not in towns, above lvl 30)
  • PVP ATK/Skill modifers: 100%
  • WOE ATK/Skill modifers: rA default
  • Official walk path and stacking
  • Exp and drop penalty table values below 100% set to 100%
  • Party and attacker exp bonus: +40%
  • More at (Hungarian, use translate): http://wiki.ragna.ro/

How to reproduce: Use the skill
Description:

The recurring issue has returned once again. Latest vers, re, pk server, 20140410 client, vacuum extreme does not stop monsters. Neither moving ones, nor static ones from starting to move.

Last Git - Item and Skills issues

Thats itens doens't work

12436,Vitata_500,Vitata 500,0,10,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start SC_VITATA_500,500000,0; itemheal 0,200; },{},{}

12428,Concentrated_White_Potion_Z,Concentrated White Potion Z,0,10,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start SC_EXTRACT_WHITE_POTION_Z,500000,20; heal 1000,0; },{},{}

12475,Cure_Free,Cure Free,2,20,,50,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_end SC_SILENCE; sc_end SC_BLEEDING; sc_end SC_POISON; sc_end SC_CURSE; sc_end SC_ORCISH; sc_end SC_CHANGEUNDEAD; itemheal 500,0; },{},{}

That's skills doens't Work
Genetic T Skill: Spore explosion

Pickup movement bug

On latest renewal version, when I try to pick up an item, the character very often starts to yoyo around the item and can't pick it up.

Sura Job Quest

The Sura job quest will allow one player to successfully complete the job quest. After that, the next player to enter the trial will be warped to the correct map, but the event will not start. Further attempts to complete the trial will not trigger the warp to the trial map (sword_2-1) or the trial script itself.

The script fails to restart the timer required to spawn monsters and continue the trial, and also fails to re-enable the waitingroom trigger event after the second player is warped to the bugged trial

Script: https://github.com/rathena/rathena/blob/master/npc/re/jobs/3-2/sura.txt

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