Beiträge von 15peaces

Shoutbox

  • Auf der Homepage mit dem Ingame Account einloggen. Dann im Control Panel auf Charaktere -> den Char auswählen und dort dann den Style resetten. ^^

    20:38
  • Gast#8848

    Moin Moin , ich wollte bei mein charackter die haare stylen und habe einen sprite error bekommen und kann auch nicht mehr einloggen...^^ wie kann ich das fixen ?

    19:46
  • :heh:

    21:26
  • eben eingeloggt und stehe in geffen vor dem shop. Somit war wohl nicht der .go pay die ursache? aber naja das Laufen in den shop ja wohl auch nicht xDD vllt muss sich der server erst an meine gottlosen onlinezeiten gewöhnen^^

    20:58
  • Sorry Leute xD

    20:54
  • Server läuft erstmal wieder... aber .go pay als Crash- Ursache? Ich weiß ja nicht... war noch jemand online und hat irgendwas getan? ^^"

    18:16
  • wtf? wie zum... o.o"

    17:52
  • der server istn icht tot, aber der map-server ist abgeraucht xD pöses Odi :P

    14:26
  • Wenn ich mich anmelde und meinen char auswähle kommt: failled to connect to server

    09:33
  • server tot ?

    09:31
  • Tut mir echt Leid, ich hab ihn wieder gecrasht... Hab in Geffen Blue Gems gekauft und danach .go pay eingetippt... und bin nie in Payon angekommen -.-" Sorry (mit RK Sir Odium)

    00:22
  • Wow, cool Vielen Dank!!

    22:59
  • Korrigiere nochmal, da der Server gerade leer war, ist der Fix nun übernommen, Crash sollte nichtmehr vorkommen.. ^^

    21:46
  • Korrigiere, Ursache gefunden und Fix bereits vorbereitet ^^"

    21:29
  • hm... also ich bin jetzt auf dem Testserver ne Weile im Dewata 2 unterwegs und kann bisher keine Probleme/Crashes feststellen... Mit welcher Class und ggf. welchen Skills hast du dort was gefarmt? ^^"

    21:21
  • Läuft wieder, Ursache bislang unbekannt... ^^"

    06:48
  • Ich glaube ich hab den Server abgeschossen...^^ sry. Bin nicht sicher was passiert ist, hab in Dewata 2 gefarmt ;(

    03:48
  • Yuno ist ab sofort wieder zugänglich, bitte patchen ^^

    21:01
  • Ich werd verrückt das is ja sau cool. Danke

    16:08
  • dann geh mal in Control Panel und dort dann auf Characters. danach Character auswählen und auf reset potion klicken

    14:09
  • Man könnte sagen meine Poppel kleben in Yuno fest... :D

    11:20
  • Gast#6311

    2 meiner chars hängen in yuno wegen c3dworldress unsupported error :(

    10:05
  • Gast#6311

    oh mann ... ja habs selbst auch rausgefunden... man muss weiblich sein. Ich bin aber genderfluid!.... wie unfair

    10:03
  • Kann ich dir so ohne weitere Infos auch nicht sagen, vermutlich erfüllst du irgend eine Voraussetzung nicht... Ist der Char weiblich? ^^

    13:38
  • Gast#25a6

    Warum kann man Ribbon mit Slot nicht anziehen?

    12:18

    Mainserver:

    • Some memleak fixes while mapexit.
    • Fixed BS_ADRENALINE & some other skills causing map crashes if casted by monsters.
    • Improved Icewall walk block implementation
      -Moved the configuration setting "icewall_walk_block" to monster.conf
      -Split the configuration into mob_icewall_walk_block and boss_icewall_walk_block so it can be configured for bosses separately
      -Expanded the configuration
      --If the value is set to 1, monsters on an ice wall cell will behave like trapped monsters, that means they won't be able to move at all, they will use idle skills and if they are attacked while nobody is in their attack range, they will use
      -- their rudeattacked skills; this is equal to official behavior of bosses
      --If the value is set to 2-255, it will behave as before but monsters in the AI loop now use both idle and chase skills, but will no longer use their rudeattacked skills even if attacked from range; this is equal to official behavior of
      -- normal monsters
      --Official values would be "220" for normal monsters (loop until Icewall expiration) and "1" for bosses (behave like trapped monster) on most official servers, but as some official servers have a less exploitable implementation (from
      -- looping AI only a limited amount of times up to outright blocking Icewall on all maps with bosses), we decided for less exploitable default values for now which are 75 for normal monsters (loop 15-35 seconds) and 0 for bosses
      -- (impossible to trap in Icewall)
    WeekDateTop 100 GamingG Top 100Xtreme Top 100Players (main)Players (OS)
    001.11.24172226150
    108.11.2429(-12)19(+3)40(-14)10(-5)0(+-0)
    215.11.2431(-2)20(-1)38(+2)16(+6)0(+-0)
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    Ø
    262035140

    Die Wartung wurde ausgeführt und alle Systeme arbeiten wieder normal. Und hier die Änderungen:

    • Update des Servers auf den aktuellen Entwicklungsstand (changes)
    • Clientupdate auf kRO 31.10.24
    • Backup der Datenbanken
    • Einige interne (Sicherheits-) Updates / Fixes
    • Ab sofort sind Spenden wieder möglich: https://nyanro.org/?site=donate
    • Deutsch- Übersetzung aktuallisiert
    • Update/Fix der Statpoint-Table
      -Wenn eure Chars über Baselevel 175 sind, wird ein Stat Reset empfohlen.
    • Fix einiger Items
    • Fix der Dragon (Water) Breath Skills
    • Wünsch dir was zur Wartung:
      OdiV:
      -Hi, ich wünsche mir, dass Dragon Breath gefixt wird. Und das im Cash Shop folgende Items kommen: God Eater Dragon Speat [1], Fafnir Breath [1], Y.S.F.Ring [1]
      --Dragon (Water) Breath damage fixed.
      --Items wurden an GM Sakura weitergegeben.
      Scarlett:
      -Huhu, ich wünsche mit den Old Maestro Song's Hat [1], sowie Record of Archer [1] und Record of Archer vol.2 [1] Combo in den Event oder Cash Shop. Greetings
      --An GM Sakura weitergegeben.
      Langley:
      -implementierung des items Y.S.F.Ring [1] #490319 ^^
      --Leider zur Zeit nicht möglich, da ItemIDs > 64xxx zur Zeit (noch) nicht unterstützt werden. Ich arbeite aber bereits am Support. ^^
      Scotch:
      -GAAAAANZ VIEL LIEBE :D
      --Vielen Dank und wb altes Haus! :D

    Des Weiteren möchte ich hiermit dazu aufrufen, schreibt doch mal ne Review auf RateMyServer um dem Server zu helfen! :no1:

    Mainserver:

    • Some misc fixes, cleaning & optimisations.
    • Added support for a 'force drop' flag(4) for map_addflooritem and applied it appropriately.
    • 'getmonsterinfo' command no longer outputs an error when the supplied mob doesn't exist.
    • Fixed statpoint table
      -Updated to latest official version for lvl 175+.
    • Fixed an issue with attack_attr_none setting that caused huge number of card effects to be nullified on monsters.
    • Set player's state, 'monster_ignore' when autotrade.
    • Fixed a potential map server crash when attacking traps.
    • Fixed a problem that sometimes randomly a status change was removed on logout although it shouldn't
    • Blacksmith skill updates
      -Power-Thrust will no longer affects players that don't have a weapon equipped
      -If weapon requirements on Adrenaline Rush or Power-Thrust are not met, the target will no longer display the buff animation
      -Party members now only gain +5% ATK from Power-Thrust on all skill levels
      -Hilt binding now increases the duration of Adrenaline Rush, Power-Thrust and Power Maximize for all party members as long as the caster has learned it
    • Fixed Sightblaster printing errors to the map server log every time it's not used against a trap.
    • Kaahi is now able to overwrite higher levels.
    • Miracle no longer dispels on death.
    • Scream and Frost Joke
      -The delay until the status change kicks in was increased from 2s to 3s
      -Aftercast delay in was increased from 3s to 4s
      -Duration of Freeze from Frost Joke increased from 10-14s to 30s
    • Hammer Fall, Lex Divina and offensive Status Recovery
      -A delay of 1 second until the status change kicks in was added
      -Hammer Fall will hit the targets that are in the AoE before the delay (so you can't dodge)
      -Offensive Status Recovery's base duration reduced from 30s to 20s and base chance increased to 100%
      -Increased the maximum number of skill timers from 15 to 40 as they are needed for delayed status changes
    • Scream, Frost Joke and Hammer Fall no longer make a target stop
      -Similar behavior to e.g. Ankle Snare against bosses or in WoE
      -If the target was singing/dancing, it will still stop and the song/dance will be canceled
      -Fixed a bug that caused position lag when targets that are still moving but can't move anymore are hit
    • Freeze, Stun, Sleep and Stone behavior
      -These status changes no longer make the target stand up
      -Sleep and Stone (first phase) no longer make the target stop moving/singing/dancing
      -Stone (second phase) will now make the target stop singing/dancing, but only make you stop moving in this one case
      -You can now sit down while in the first phase of Stone
      -You can no longer stand up while having any of these status changes (except first phase of Stone)
      -Stone and Freeze now remove Lex Aeterna
      -For stone this refers to the second phase
    • Ninja Skills fixes:
      -Exploding Dragon, Lightning Jolt and Snowflake Draft are now unit skills
      --They no longer can deal damage on Land Protector
      --They will deal damage instantly, regardless of your ASPD
      -Exploding Dragon now deals 150%+150%*level damage divided by number of hits, it can no longer damage plants
      -Snowflake Draft's freeze base duration is now 2500ms+5000ms*level
      -Watery Evasion now makes non-Ninja enemies stop when they walk on it and are not knock-back immune
    • Added some skills and effects that can reveal hidden traps.
    • Added official status change base durations for Silence and Stone
      -Items, NPC_SILENCEATTACK and NPC_WIDESILENCE and monster Lex Divina use the default silence duration
      -Incubation time for Stone is now subtracted from the Stone duration
      -Incubation time is now 100ms for all Stone skills except Stone Curse (5 seconds)
      -The Stone timer is now more exact and now deal 1% HP damage exactly every 5 seconds, even if it's on the last tick
    • Blaze Shield now properly slows down enemies while still making sure they take all the hits while moving over a fire cell
    • Fixed some skills still having damage delay, even though their source is a unit (BL_SKILL)
    • Sanctuary knock-back is now 2 cells instead of 1 and pushes "away from cell center of each cell", similar to Storm Gust
    • Fix map crash when a monster uses GS_FULLBUSTER.
    • Updated Don't Forget Me ASPD decrease and movement speed formulas.
    • Fixed damage calculation for some skills:
      -RK_DRAGONBREATH, RK_DRAGONBREATH_WATER, NC_SELFDESTRUCTION, KO_HAPPOKUNAI.
    • Sight Blaster will now always be removed on logout
    • Implemented official formula for Gypsy's Kiss / Service For You.
    • Combo skill updates
      -Rewrite & cleaned up skill_combo so it's easier to understand and update
      --Thanks to @rathena
      -Monk updates
      --Default combo delay is now (1000 - 4*AGI - 2*DEX) milliseconds, it will be used when none is specified in the skill_cast_db.txt
      --Fixed DEX increasing combo delay rather than decreasing it
      --Fixed "Triple Attack" not giving any "can act" delay so you were able to use a skill right when it triggered
      --Fixed combo delays of all combo skills (turns out they all use the default in both pre-re and re!)
      --Fixed "Palm Strike" in renewal having cast time rather than cast delay
      --Monk Spirit now reduces the SP cost of all Monk/Champion combo skills to 2 SP
      -Taekwon updates
      --Stances will no longer give you walk delay when they trigger
      --You can still use the Kick after moving as long as it's still within the combo delay
      -Hunter updates
      --Beast Strafing is now a target skill, you can target any brute or insect monster with it regardless of your previous target
      --You no longer need to target a brute or insect monster with Double Strafe for the combo to trigger
      --If the combo triggers you no longer get walk and attack delay (that means you can still use DS continuously)
      --You can still use Beast Strafe after moving as long as it's still within the combo delay

    Kein Bug im eigentlichen Sinne, eher bescheuertes Verhalten...

    Die Homunculus AI funktioniert nurnoch eingeschränkt, weil der Support offiziell immer weiter zurück gefahren wird.

    Du musst den Homu erst mit alt+Rechtsklick auf den Target ansetzen, dann kannst du den Skill selbst, manuell auf den Ground casten.

    Leute, dies ist kein Wünsch-dir-was Thread und auch kein Support- oder Bug Report Bereich.

    Wenn ihr Wünsche zur Wartung habt, gibt es dafür den Chatroom Ingame. Alles andere bitte in die entsprechenden Bereiche (Bug Report/Support, etc). Ich sehe die Bug Reports und nehme sie zur Kenntnis.
    Wenn ich in den entsprechenden Reports nicht antworte, heißt es nicht, dass ich es nicht sehe. Es heißt nur, dass ich noch keine Antwort außer "ich sehs mir an" habe...

    Wartung.png

    Am Freitag, den 01.11.2024 bis Sonntag, den 03.11.2024 werde ich unsere nächste monatliche Wartung ausführen. Während diesen Arbeiten wird der Server planmäßig 1x neu gestartet und ist für ca. 20 Minuten nicht erreichbar. Dieser Reboot wird Sonntag Abend stattfinden. Geplant ist unter anderem folgendes:

    • Update des Servers auf den aktuellen Entwicklungsstand
    • Clientupdate auf kRO / ragRE 31.10.24
    • Backup der Datenbanken
    • Einige interne (Sicherheits-) Updates / Fixes
    • Update/Fix der Statpoint-Table
    • Fix der Deviling Card
    • Update der Deutsch- Übersetzung


    Des Weiteren möchte ich hiermit dazu aufrufen, schreibt doch mal ne Review auf RateMyServer um dem Server zu helfen! :no1:

    Die Wartung wurde ausgeführt und alle Systeme arbeiten wieder normal. Und hier die Änderungen:

    • Update des Servers auf den aktuellen Entwicklungsstand (changes)
    • Clientupdate auf kRO 30.09.24
    • Backup der Datenbanken
    • Einige interne (Sicherheits-) Updates / Fixes
    • Start der Ranking Season 45
    • Die Quest-EXP Rates sind ab sofort auf 150x erhöht
    • NyanWiki aktuallisiert und wieder aktiviert (war wegen einer Sicherheitslücke offline...)
    • Questboard aktuallisiert
    • Wünsch dir was zur Wartung:
      FlinkerPoppel:
      -hoi wie funktioniert monster counter in pron?
      --Einfach deine Lösung (als Zahl) in den öffentlichen Chat schreiben. Der NPC liest den Chat mit.
      -bin ich der einzige mensch auf dem server?
      --Naja, du hast in meinen Chatroom geschrieben, also offensichtlich nicht. ;)

    Des Weiteren möchte ich hiermit dazu aufrufen, schreibt doch mal ne Review auf RateMyServer um dem Server zu helfen! :no1:

    Mainserver:

    • Fixed long broadcast messages getting truncated.
    • Some misc cleaning.
      -Also some more item fixes.
    • Added more missing item bonusses:
      -bonus4 bAddEff,eff,n,y,t;
      --Adds a n/100% chance to cause status eff for t milliseconds on the target when attacking
      --Just like `bonus3 bAddEff,eff,n,y;` but with user-defined duration;
      -bonus4 bAddEffWhenHit,eff,n,y,t;
      --Adds a n/100% chance to cause status eff for t milliseconds on the target when being hit by physical damage
      --Just like `bonus3 bAddEffWhenHit,eff,n,y;` but with user-defined duration;
      -bonus5 bAddEffOnSkill,sk,eff,n,y,t;
      --Adds a n/100% chance to cause status eff for t milliseconds on the target when using skill sk
      --Just like `bonus4 bAddEffOnSkill,sk,eff,n,y;` but with user-defined duration;
    • Some small optimisation in status_change_start.
    • Corrected a missed variable type conversion.
    • Fixed SC_JAILED to work for dead characters.
    • Updated HP/SP Increase Potions to use the official statuses.
    • Fixed Sightrasher doesn't check target's status.
    • Fixed Shield Chain to always be Neutral damage.
    • (Attempted to) fix Ground Drift damage calculation.
    • PR_IMPOSITIO
      -Lower levels of Impositio Manus will now overwrite higher levels.
      --For example, someone with level 5 IM activated will have +25 ATK from the skill, but if level 1 IM were used on them their ATK would drop to only +5. Therefore, this skill can be used offensively.

    Wartung.png

    Am Freitag, den 11.10.2024 bis Sonntag, den 13.10.2024 werde ich unsere nächste monatliche Wartung ausführen. Während diesen Arbeiten wird der Server planmäßig 1x neu gestartet und ist für ca. 20 Minuten nicht erreichbar. Dieser Reboot wird Sonntag Abend stattfinden. Geplant ist unter anderem folgendes:

    • Update des Servers auf den aktuellen Entwicklungsstand
    • Clientupdate auf kRO / ragRE 30.09.24
    • Backup der Datenbanken
    • Einige interne (Sicherheits-) Updates / Fixes
    • Start der Ranking Season 45


    Des Weiteren möchte ich hiermit dazu aufrufen, schreibt doch mal ne Review auf RateMyServer um dem Server zu helfen! :no1:

    Mainserver:

    • Coma is now triggered on every attack type.
    • Added mob_is_gvg macro.
    • Fixed some index's which would access an invalid array position, crashing the server.
    • Charge Attack has now a range of 14 cells and can do up to 500% damage.
    • Magnum Break will not hit hidden targets anymore.
    • Auto Guard will force a player to stand when being targeted to avoid client desync.
    • Item bonus updates:
      -Added `bonus2 bSubDefEle,e,x;` -> reduce x% damage received from monster with element e.
      -Added `bonus2 bComaRace,r,n;` and `bonus2 bComaClass,c,n;` -> replacing the current usages of `bWeaponComaRace` and `bWeaponComaClass`.
      --This bonus has no effect for GVG and BG monsters.
      -Fixed some item scripts.
      -Updated the documentations.
    • Fixed Incantation Samurai Card.
      -Unequipping a weapon with Incantation Samurai card will not kill you if you have less than 999 hp and are on a non-pvp map.

    Da der Server heute wegen einer Hoster- Wartung (die relativ kurzfristig final angekündigt war) längere Zeit offline war, habe ich die Gelegenheit mal wieder genutzt, um ein paar bereits fertige Updates zu übernehmen:

    Mainserver:

    • Autobonus fixes:
      -Autobonus now works with combined positions rather than just a single position
      -Autobonus should now also work with all equipment slots instead of just the first 15
      -This does NOT fix problems with multiple auto-bonuses activating at the same time
      -Fixed "Autocast on magic hit" having its chance halved
    • Monsters will now stop instantly if their target is completely non-existent
      -This is mainly for looters that had their loot taken
      -Hide and most other situations still use the configuration setting monster_chase_refresh
    • Fixed NPC_STONESKIN, NPC_ANTIMAGIC, NPC_MAGICMIRROR
      -Using the skills will now be 100% successful (can't be resisted)
      -Fixed skills not working for players (e.g. Ulfhedinn, Mithril Magic Cape, Platinum Shield)
      -Fixed level 5 and 10 not working at all
      -NPC_STONESKIN and NPC_ANTIMAGIC will no longer change DEF/MDEF, instead they will increase/reduce physical/magical damage percentually, this IS official behavior
    • Fixed up the damage code in regards of damage against plants
      -Rewrote DAMAGE_DIV_FIX so that it rounds damage down when number of hits is negative (damage split on hits)
      -Created a function battle_apply_div_fix that does not only call DAMAGE_DIV_FIX but also makes sure that damage can only become 0 when the custom config setting skill_min_damage is not set for the current skill type
      -skill_min_damage is now 0 by default (official: all types can fail against plants as long as skills have negative number of hits), if set, all skills will deal as much damage as hits
      -Restructured and renamed function now known as "is_infinite_defense" that will work for all 3 damage types and returns if damage is infinite for the current situation, it will now also properly consider all "MD_IGNORE" modes
      -Fixed the order of processing of all 3 skill types in regards of plant damage: first all calculations are done, then plant damage is applied and then DAMAGE_DIV_FIX is applied
      -Sonic Blow and Rapid Shower are now skills with negative number of hits (i.e. they can't hit plants officially)
      -Traps can no longer ignore plant mode (only way to damage plant more is via status changes)
      -Final Strike is now able to hit plants (deals 1 HP damage)
      -When left-hand-wielding, you will now always deal 2 damage to plants per attack, regardless of whether double attack triggers or you don't even have a weapon in the right hand
      -There will no longer be backhand damage to plants (Katar)
    • Land Mine is now a single target skill, the trap still triggers in a 3x3 area, but will only hit the first target that touches it
    • Improved SC_SIGHTBLASTER structure slightly
    • 1st Transcendent Spirit will now work as on official servers
      -The max total stat that is granted by the skill is now BaseLevel-10 with a maximum of 50 instead of always 50
      -It will now work as Marionette Control and calculate the bonus at cast time rather than overwrite all existing bonuses
      -Agi Up and Blessing will now cancel the soul link
    • Fixed various problems that caused position lags on the client
      -Added a define ACTIVEPATHSEARCH in mob.c; if active (default and official), monsters will only grab targets if the walk path to the target is shorter or equal their search range; search range depends on whether the monster is moving or not
      - (range2 for standing monsters and range3 for walking monsters)
      -Fixed a bug that made monsters display "irregular movement with position lag" continuously when a status change ended that changed their walk speed
      -If the path search fails while a unit is already moving, we will now issue of fixpos packet so that the unit does not only stop moving on the server, but also on the client
    • Some item updates.
      -Fixed some item bonusses.
      -Added some missing items.
    • ALL_REVERSEORCISH
      -Added full support for this skill.
    • A little cleanup for Pets
      -Separated damage value for petskillattack2 to its own var 'damage', that previously use 'lv' var to store the value.
      -Added validation for pet script commands
      --Skill for petskillattack, petskillattack2, & petskillsupport
      --SC range for petrecovery.
    • Fixed another potential map crash.
      -SC_EQC & SC_CBC shouldn't be saved on logout.
    • Devotion, Defender, Magnificat and Sitting fixes
      -A devoted player will now get the full 5%+15%*level damage reduction of Defender.
      -Magnificat will no longer increase HP regen.
      -Sitting will now always double the regeneration speed instead of just adding 100% to the regen bonus (i.e. Magnificat + Sitting = quadruple SP regen instead of triple).
    • Homunculus skill fails will now be displayed correctly.
    • +20 Foods are no longer dispelled or removed by death.
    • Added 'bonus3 bHPVanishRaceRate,r,n,x' and 'bonus3 bSPVanishRaceRate,r,n,x'
      -This also fixed Velum item bonusses.
    • Corrected documentation about 'bHPVanishRate' and 'bSPVanishRate', rate should be n/100%, 10000 for 100%
    • 'bHPVanishRate' and 'bSPVanishRate' applied regardless the target's Race and map (before, if target is player bHPVanishRate only works in PVP/GVG maps)
    • Removed Kaahi timer system
      -Kaahi will now heal BEFORE the damage is dealt
      -Heals will no longer get lost due to timer system
      -Decreased Kaahi duration 1800->350 seconds
    • Added a check to make sure script has data before trying to free null values.
    • Corrected damage calculation of Dragon Breath skills.
    • Added missing monster transformation bonuses & fixed others.
    • Updated setunitdata to recalculate the object's information and update the client immediately.
    • For setunitdata, map name can also be passed in as a valid value instead of map ID.
      -Also added support for some missing values.
    • Added mapid2name script command.
    • Added status_set_maxhp and status_set_maxsp functions.
    • Corrected HP/SP values for Ninja & Gunslinger jobs.

    Die Wartung wurde ausgeführt und alle Systeme arbeiten wieder normal. Und hier die Änderungen:

    • Update des Servers auf den aktuellen Entwicklungsstand (changes)
    • Clientupdate auf kRO 31.08.24
    • Backup der Datenbanken
    • Einige interne (Sicherheits-) Updates / Fixes
    • Vorbereitungen für das Lotto Event
    • Questboard und Rewardshops aktuallisiert
    • Die Vote-Rewards sind nun vollständig in den Cashshop umgezogen.
      -Ihr könnt beim Reward Shop eure NyanPoints in NyanCoins umtauschen. Diese Coins können zur Zahlung im Cashshop verwendet werden.
    • Wünsch dir was zur Wartung:
      MagicMiki:
      -Choco entwicklung, Geffen magic tournament instanz, nach möglichkeit Royal Banquet Quest ist Episode 16.1, weiß nicht ob das überhaupt möglich ist aber wäre cool wenn das geht :)
      --Yoyo lässt sich nun zu Choco entwickeln.
      --Die Instanz ist im Moment nicht ohne weiteres integrierbar...
      --Erste Vorbereitungen für die EP 16.1 wurden getroffen, Integrierung wird aber noch etwas dauern...
      -taming item: nine tail, wird von enchanted peach tree gedropped auf renewal - die mobs scheinen nicht auf renewal zu sein weil pre-re wirds nicht gedropped
      --Leider nichtmehr geschafft.
      -love piece headgear im reward shop wäre auch cool :)
      --An GM Sakura weitergegeben.
      PapaMiki:
      -Hallo, hätte den Wunsch storage kapazität etwas zu erhöhen xD
      -vielleicht auf 1000 oder noch etwas mehr.
      --Leider nichtmehr geschafft.

    Des Weiteren möchte ich hiermit dazu aufrufen, schreibt doch mal ne Review auf RateMyServer um dem Server zu helfen! :no1:

    Mainserver:

    • Field Manuals (SC_EXPBOOST and SC_JEXPBOOST) now increase EXP gained from NPC quests (through the getexp script command).
    • Various cleanups & fixing.
      -Added and cleaned up comments.
      -Added checks to prevent map server crashes.
      -Some Rebellion fixes.
      -Fixed some Basilica bugs.
      -Fixed potential map server crashes
    • Re-Added support for the min_npc_vending_distance battle config...
    • Fixed an issue where no item-granded drops are dropped anymore.
    • Added some support for the CZ_PARTY_CONFIG.
      -/refuse is not yet working.
    • Added 'spawn_direction' config to client.conf for keeping a character's face direction when teleporting/changing maps/logging in. Default is always North (official).
    • Reverted some parts of the recent Super Novice updates..
      -this caused some issues with some renewal class limits.
    • Merged config option knockback_left from rathena
      -Now the default direction is "east" and consequently the knockback direction is "west" when standing
      --This means if the source cell (ground target center or position of caster) is on the same cell as the target, it will be knocked back to the west
      --This also can effect other things like how an object is placed when cast on the cell you are currently standing on
      -If you disable the option it will use the old behavior and use the direction of the unit as default direction (and backwards as knock direction)
    • Optimized the knockback / instant movement code
      -skill_blown will call clif_blown and ensures the correct client information already, so it's no longer necessary to manually call clif_slide and clif_fixpos after it
      -replaced all calls of clif_slide and then clif_fixpos in row with a single call of clif_blown, makes the code look a lot cleaner
    • Fixed the reflected magic damage to always hit the target and not the paladin when it's not reflected by kaite.
    • SC_BLEEDING is now attached to caster to give exp.
    • Restricted skill_trap_type config to GvG only.
    • Revert a recent change, wrong commented line makes misc damage won't be relected.
    • Fixed 'devotion_rdamage' doesn't work for Magic Skills.
      -Note: When this active to reflect magic damage, it still displays dummy damage value on devoted player, and this is custom config at first place. :P
    • Official Icewall implementation and other fixes
      -Implemented the official icewall characteristic that monsters can only leave an icewall cell to the west or south, the changes include:
      --The "sight" path check no longer checks for the current cell so standing on an icewall allows you to see/attack into any direction
      --The path finding will still ignore the current cell as before but the walk routine will not allow to walk east or north while standing on an icewall cell
      --This leads monsters in the situation where they go through an AI loop not allowing them to escape the icewall (if their target is north or east of them)
      --Monster in this situation will use idle skills and if they get attacked will use their rudeattacked skills if available, similar to traps like Spiderweb
      --Added a configuration icewall_walk_block that allows to configure how long a monster should go through the AI loop before the server allows it any movement, this "safety" system is official and seems to equal about 75 AI loops; if you want
      --to disable the whole icewall system so that monsters don't get stuck in icewall at all, just set this to 0
      -Implemented the official calculation for "direction"; now you will be considered horizontal/vertical/diagonally aligned with a target cell in the exact same way as on official servers, this is for example used to determine whether an icewall or a
      -firewall should be horizontal, vertical or diagonal; the only thing that is still unofficial is the default direction (officially always "west"); effectively now there are more situations considered diagonal than before
      -Further cleanups on the idle skill use code for immobile monsters and monsters near a player but without a target (now skill using will always go via mob_unlocktarget)
      --This also fixes that monsters switched to idle mode and start to use idle skills one second too late
    • Warp portal no longer ignores knock back and snap's unit positioning.
    • Fixed (assistant/slave)summons/clone, where they dissappeared when going up to a nobranch mapflag map.
    • Updated the unit engine to cache attacker count rather than utilise CPU intensive block iterations.
      -This update removes two unofficial settings, nothing that will go amiss
    • Fixed unit_teleport_timer not removing an unnecessary timer.
    • Fixed teleport typo causing some crashs.
    • Updated monster skill use behavior so monsters use skills the same way and at the same rhythm as official servers, the changes include:
      -Unified the "monster can't move by default" and the "monster trapped" code as it really should behave exactly the same
      -Fixed a bug that caused the "monster skill use" routine to be called 20 times more often than it should in some situations
      -When a monster attacks you and you run away from it, the monster will now check if it has a ranged skill on "attack" state before switching to chase state
      -Monsters will now always do a normal attack before using "attack" state skills
      -Fixed a bug that caused monsters to switch to idle mode and never use their chase skills when they get hit continuously
      -Changed default for skillrange_from_weapon from 30 (all but player) to 0 (none); monsters will now use all skills at the skill range and not at their own attack range, if they get tanked from farther away than skill range, they won't use these skills
    • Updated ranges to work as on official servers, the changes include:
      -Implemented new functions "check_distance_client" and "distance_client", that instead of the server-sided square range system use the circular one that the client uses; these functions should be used for units that send their commands via the client
      - (players mostly)
      -Applied the new distance algorithm to some player-specific range checks, players will now have a circular attack range that reflects their attack range on the client; this makes it impossible to hack the client for more diagonal range
      -Removed the arbitrary +1 range bonus at range checks; as monsters now react fluently, they won't need it anymore, that means a monster with for example 4 attack range will now only attack targets within a 9x9 area around it, the moment you step out
      - of this area, the attacks will stop (if the monster can move it will follow you); as for players, the extra cell attack range when on a linear line to the target now is integrated into the distance algorithm, that means a player with attack range
      - 4 can attack from 5 cells away when directly on line with a monster, but no longer diagonally as range is circular for players now
      -Implemented a new "step action" feature to reflect official chase range behavior; when an attack or skill is used inside the attack range, it will act exactly as now, the skill is used once the signal from the client was received; however,
      - if an attack or skill is used outside the attack range, the player should move into the chase area which is 1 cell inside the attack range border; the client actually sends us where to use the attack / skill from, but previously we just dropped
      - that information the moment an attack request came; now instead of stopping the player instantly on an attack request, the player will continue moving to the target cell and then automatically use the command received earlier (it will be remembered);
      - this change was absolutely necessary as the client sends the attack request slightly before attack range is reached, execution on official servers only takes place on every full cell moved; the new system copies this behavior
    • Implemented an improved hit-lock system, the changes include:
      -MVPs are no longer immune to being stopped by a hit unless they used Endure
      -When hitting any unit, it will stop for its "dMotion" interval, exactly at the end of "dMotion" it will continue walking (official behavior); this helps getting more "move" packets to be displayed
      -The unit that was hit will be immune to being stopped for another "dMotion" interval, this allows to slow down any units by hitting them frequently, but makes it almost impossible to completely stop them forever (depends a lot of ASPD and dMotion
      - value); this does not affect special hit-lock properties (some skills and events should set delay anyway)
      -The unit that was hit will no longer be "pulled" to the next cell; this caused a lot of position lag, it should be much better nowRandom walking, monster target dropping
    • Implemented official behavior for (random walking of) monsters
      -Updated the interval between walks from 3-6 seconds to 4-5 seconds
      -Added a define MIN_RANDOMWALKTIME that is now used anywhere the interval is applied so it's easier to change
      -Monsters will no longer attempt to walk to the cell they are currently standing on (note: still requires a proper "no cell stacking" implementation)
      -Monsters will only target a cell within a 15x15 area around them
      -Moved the "mob_ai" 0x008 configuration setting to mob_unlocktarget, so it applies to all cases of monsters unlocking targets
      -Fixed a bug that caused monsters to never use their idle skills even if the define MOB_LAZYSKILLPERC was set
      -Monsters now use complex path searching for their random walk, so they can also walk around corners now (OFFICIAL_WALKPATH still applies!)
      -Monsters will no longer stop when using "walk" skills (they are supposed to be used while walking)
      -Increased chase range of monsters by 2
      -Monsters will no longer be able to do normal attacks when hiding
      -If out of any reason a monster on "attack" state can't move and can't do normal attacks, it will now use "attack" state skills
      -The order of monster thought processing is now equal to official servers
    • Step action will now be canceled when being knocked back (skills won't be executed anymore when knocked out of range)
    • When knock back magic is reflected it will no longer lead to the caster being knocked back
    • Activated traps can no longer be hit
    • Fixed a problem that left "trap ghosts" forever on the screen when a trap was knocked out of the screen
    • Added support for UF_NOKNOCKBACK flag in skill_unit_db.
      -Also moved UF_SINGLEANIMATION flag to 0x2000. It is the same flag as rAs UF_RANGEDSINGLEUNIT so it is easier to port skills from there if you want to. You won't need to re-check and switch the skill unit flags for them.
    • Added Choco Pet
      -Also enabled evolution from Yoyo to Choco.
    • Added some database entries to prepare for ep 16.1 updates.
      -Also did some cleaning.
      -Added some missing quest-db entries
    • Fixed npcwalkto script command.
      -Also some updates to npc's status data handling.
    • 'npcskill' now uses AREA_SIZE as maximum distance rather than using skill distance.
    • Fixed HP_BASILICA.
      -It won't crash the map-server anymore on changing maps.
    • Fixed knockback direction for AC_SHOWER, now using target to attacker direction.
    • Fixed chorus skills were not checking the partner condition.
      -Add kind of handler in skill_check_condition_castbegin for group check and move some from unit_skilluse_id2 (wich not really meant for checks)
    • Fixed map crash when a monster uses GS_FULLBUSTER.
    • Maximize Power no longer stops SP regeneration.
    • MC_VENDING/ALL_BUYING_STORE now immediately fails when it cannot be used on this map/cell.
    • Added support for some NPC_ skills.
    • Added Official Sight Blaster behavior
      -Sight Blaster's AoE is now 3x3
      -Sight Blaster will now prevent traps from triggering as long as they are knocked back
      -Fixed a bug that caused Sight Blaster to not work on traps and ice walls at all
      -Sight Blaster will no longer expire when the attack was reflected
      -Sight Blaster will now expire when hitting an ice wall
      -Sight Blaster will now properly protect you from being attacked from its AoE range
    • Sight, Ruwach and Sight Blaster will now check for a target every 20ms (previously every 250ms)

    Mainserver:

    • Spell Fist will now double damage with Double Attack.
    • Some more clean ups to skills that have a sliding effect.
    • Adjusted Falcon Assault to take arrow elements into effect.
    • Some fixes to storages.
      -It is possible to use teleport with the storage window open.
      -Storage will be restored after teleport usage.
    • Added missing baselevel requirement check to pc_is_taekwon_ranker macro.
    • Added some checks to status_damage function.
    • Fixed bSetDefRace and bSetMDefRace not zeroing out values.
    • Updated the display message for using items that have a delay.
    • Some cleaning.

    Wartung.png

    Am Freitag, den 13.09.2024 bis Sonntag, den 15.09.2024 werde ich unsere nächste monatliche Wartung ausführen. Während diesen Arbeiten wird der Server planmäßig 1x neu gestartet und ist für ca. 20 Minuten nicht erreichbar. Dieser Reboot wird Sonntag Abend stattfinden. Geplant ist unter anderem folgendes:

    • Update des Servers auf den aktuellen Entwicklungsstand
    • Clientupdate auf kRO / ragRE 31.08.24
    • Backup der Datenbanken
    • Einige interne (Sicherheits-) Updates / Fixes
    • Vorbereitungen für das Lotto Event


    Des Weiteren möchte ich hiermit dazu aufrufen, schreibt doch mal ne Review auf RateMyServer um dem Server zu helfen! :no1:

    Die Wartung wurde ausgeführt und alle Systeme arbeiten wieder normal. Und hier die Änderungen:

    • Update des Servers auf den aktuellen Entwicklungsstand (changes)
    • Clientupdate auf kRO 31.07.24
    • Backup der Datenbanken
    • Einige interne (Sicherheits-) Updates / Fixes
    • Fix einiger Itembeschreibungen
    • Änderung/Anpassung des Stave Crasher Skills
    • Vorbereitungen für ein Update der nyan.dat
    • Wir sind wieder bei RateMyServer! (Link)
    • Update der Item-DB in NyanDB
    • Wünsch dir was zur Wartung:
      ZeroServal:
      -Neue Auswahl an Items im Reward Shop bitte. Ist doch mal überfällig
      --An GM Sakura weiter gegeben.
      --Hinweis: Bitte bedenke auch, dass der Vote Reward Bereich nach und nach in den offiziellen Cashshop umzieht.