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Join Today!if I change the heroes.db3 sql in the game folder with yours (tried both the 1.69 eu client and also bloodreddawn client), it wont show the server on the serverlist when I try to login in-game, why?
So far I remember, the Database was edited by only me and all credits go to me.duck you, Schetille, you vapid punt. You have no right to go on a PMSL rampage JUST BECAUSE YOU DON'T GET ALONG WITH OUR TEAM, delete literally everything you could see, including playerfiles, etc, and delete our entire Ducking DB, and then release it.
So far I remember, the Database was edited by only me and all credits go to me.
That doesn't give you the right to delete literally Ducking everything. Also, you weren't the only one who worked on the DB so don't try and take everything for your narcissistic self.
Spoiler alert; you only inconvenienced us - everything's been recovered, just working on the minor bits now.
If anybody is deranged here, it's you. You've left your digital fingerprints all over this. And you didn't delete just "your stuff", you deleted the entire MSSQL item, user and character databases and then subsequently blocked all of us on discord right when everything went down.You must be really deranged to accuse me about deleting everything. I took what was my, and deleted only my stuff. On the other hand Shippu didn't add much there, and I was pretty aware of issues (fixed them for this release :*) tt1:
Basically, you need to change the IPs on heroes.db3.
Oh? Some maniacs just gone crazy and released other's private servers edited? Haha still cant figured out how to fixed your broken Kai and vella revamped skills then.
do you know how to change ip in heroes.db3..in what table?
If you don't want to connect to our servers, change the EndPoint in FeatureMatrix table
static SkillEffect()
{
HashSet<string> strs = new HashSet<string>();
strs.Add("skill_cloth_mastery");
strs.Add("skill_light_armor_mastery");
strs.Add("skill_heavy_armor_mastery");
strs.Add("skill_plate_armor_mastery");
strs.Add("skill_weight_mastery");
strs.Add("skill_fiona_longsword_mastery");
strs.Add("skill_fiona_shield_mastery");
strs.Add("skill_fiona_largeshield_mastery");
strs.Add("skill_fiona_longhammer_mastery");
strs.Add("skill_lethita_dualsword_mastery");
strs.Add("skill_lethita_dualspear_mastery");
strs.Add("skill_evy_staff_mastery");
strs.Add("skill_evy_scythe_mastery");
strs.Add("skill_kalok_battlepillar_mastery");
strs.Add("skill_kalok_blaster_mastery");
strs.Add("skill_kay_bow_mastery");
strs.Add("skill_kay_crossgun_mastery");
strs.Add("skill_vella_dualblade_mastery");
strs.Add("skill_hurk_greatsword_mastery");
strs.Add("skill_lynn_battleglaive_mastery");
strs.Add("skill_arisha_longblade_mastery");
strs.Add("skill_arisha_castlet_mastery");
strs.Add("skill_lethita_critical_damage");
strs.Add("skill_hagie_phantomdagger_mastery");
strs.Add("skill_delia_bastard_mastery");
SkillEffect.itemSkills = strs;
HashSet<string> strs1 = new HashSet<string>();
strs1.Add("skill_defence_mastery");
strs1.Add("skill_stamina_mastery");
strs1.Add("skill_hp_mastery");
strs1.Add("skill_str_mastery");
strs1.Add("skill_dex_mastery");
strs1.Add("skill_int_mastery");
strs1.Add("skill_will_mastery");
strs1.Add("skill_evy_magic_mastery");
strs1.Add("skill_stone_skin");
strs1.Add("skill_critical_hit");
strs1.Add("skill_critical_limit_up");
strs1.Add("skill_evy_magic_critical");
SkillEffect.statSkills = strs1;
HashSet<int> nums = new HashSet<int>();
nums.Add(4);
nums.Add(5);
nums.Add(6);
nums.Add(7);
nums.Add(8);
SkillEffect.stoneSkinPart = nums;
}
case "CLOTH":
{
characterStats[Stats.DEF] = characterStats[Stats.DEF] + this.Arg("skill_cloth_mastery", "def_bonus");
weight = weight - (double)this.Arg("skill_cloth_mastery", "weight_reduction_bonus");
armorHP = armorHP.Linear(this.Arg("skill_cloth_mastery", "durability_bonus"));
break;
}
case "LIGHT_ARMOR":
{
characterStats[Stats.DEF] = characterStats[Stats.DEF] + this.Arg("skill_light_armor_mastery", "def_bonus");
weight = weight - (double)this.Arg("skill_light_armor_mastery", "weight_reduction_bonus");
armorHP = armorHP.Linear(this.Arg("skill_light_armor_mastery", "durability_bonus"));
break;
}
case "HEAVY_ARMOR":
{
characterStats[Stats.DEF] = characterStats[Stats.DEF] + this.Arg("skill_heavy_armor_mastery", "def_bonus");
weight = weight - (double)this.Arg("skill_heavy_armor_mastery", "weight_reduction_bonus");
armorHP = armorHP.Linear(this.Arg("skill_heavy_armor_mastery", "durability_bonus"));
break;
}
case "PLATE_ARMOR":
{
characterStats[Stats.DEF] = characterStats[Stats.DEF] + this.Arg("skill_plate_armor_mastery", "def_bonus");
weight = weight - (double)this.Arg("skill_plate_armor_mastery", "weight_reduction_bonus");
armorHP = armorHP.Linear(this.Arg("skill_plate_armor_mastery", "durability_bonus"));
break;
}
case "LONGSWORD":
{
weight = weight - (double)this.Arg("skill_fiona_longsword_mastery", "weight_reduction_bonus");
break;
}
case "DUALSWORD":
{
weight = weight - (double)this.Arg("skill_lethita_dualsword_mastery", "weight_reduction_bonus");
characterStats[Stats.CritFactor] = this.Arg("skill_lethita_critical_damage", "dmg_bonus");
break;
}
case "HAMMER":
{
weight = weight - (double)this.Arg("skill_fiona_longhammer_mastery", "weight_reduction_bonus");
break;
}
case "DUALSPEAR":
{
weight = weight - (double)this.Arg("skill_lethita_dualspear_mastery", "weight_reduction_bonus");
break;
}
case "STAFF":
{
weight = weight - (double)this.Arg("skill_evy_staff_mastery", "weight_reduction_bonus");
break;
}
case "SHIELD":
{
weight = weight - (double)this.Arg("skill_fiona_shield_mastery", "weight_reduction_bonus");
armorHP = armorHP.Linear(this.Arg("skill_fiona_shield_mastery", "durability_bonus"));
break;
}
case "LARGESHIELD":
{
weight = weight - (double)this.Arg("skill_fiona_largeshield_mastery", "weight_reduction_bonus");
armorHP = armorHP.Linear(this.Arg("skill_fiona_largeshield_mastery", "durability_bonus"));
break;
}
case "SCYTHE":
{
weight = weight - (double)this.Arg("skill_evy_scythe_mastery", "weight_reduction_bonus");
break;
}
case "PILLAR":
{
weight = weight - (double)this.Arg("skill_kalok_battlepillar_mastery", "weight_reduction_bonus");
break;
}
case "BLASTER":
{
weight = weight - (double)this.Arg("skill_kalok_blaster_mastery", "weight_reduction_bonus");
break;
}
case "BOW":
{
weight = weight - (double)this.Arg("skill_kay_bow_mastery", "weight_reduction_bonus");
break;
}
case "CROSSGUN":
{
weight = weight - (double)this.Arg("skill_kay_crossgun_mastery", "weight_reduction_bonus");
break;
}
case "DUALBLADE":
{
weight = weight - (double)this.Arg("skill_vella_dualblade_mastery", "weight_reduction_bonus");
break;
}
case "GREATSWORD":
{
weight = weight - (double)this.Arg("skill_hurk_greatsword_mastery", "weight_reduction_bonus");
break;
}
case "BATTLEGLAIVE":
{
weight = weight - (double)this.Arg("skill_lynn_battleglaive_mastery", "weight_reduction_bonus");
break;
}
case "LONGBLADE":
{
weight = weight - (double)this.Arg("skill_arisha_longblade_mastery", "weight_reduction_bonus");
break;
}
case "CASTLET":
{
weight = weight - (double)this.Arg("skill_arisha_castlet_mastery", "weight_reduction_bonus");
break;
}
case "PHANTOMDAGGER":
{
weight = weight - (double)this.Arg("skill_hagie_phantomdagger_mastery", "weight_reduction_bonus");
break;
}
case "BASTARDSWORD":
{
weight = weight - (double)this.Arg("skill_delia_bastard_mastery", "weight_reduction_bonus");
break;
}
Who wants mirrors for download?
If anyone wants to download this, its at their own risk.
There are way too many bugs and hidden changes in this copy so it would need a lot of work to get everything right.