Pet tamer/Pet Feed bug

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Okay, these are slightly starting to **** me off, so i though id seek help for them yet again

After last time not recieving much help nor much success in fixing these problems i will see if anyone has any ideas why these aren't working

For some reason after level 49 you can not get the quest to start raised pet to the next level, this is my Quest.inc info for the pet tamer

Code:
QUEST_PETTAME01 // 알 -> D급
{
	SetTitle
	(
		IDS_PROPQUEST_INC_002010
	);
	
	setting
	{
		
		SetRepeat(1);
		SetCharacter( "MaFl_PetTamer" );
		SetBeginCondLevel( 1, 301 );
		SetBeginCondParty( 0, 0, 0, 0 );
		SetBeginCondJob( JOB_VAGRANT, JOB_MERCENARY, JOB_ACROBAT, JOB_ASSIST, JOB_MAGICIAN, JOB_KNIGHT, JOB_BLADE, JOB_JESTER, JOB_RANGER, JOB_RINGMASTER, JOB_BILLPOSTER, JOB_PSYCHIKEEPER, JOB_ELEMENTOR, JOB_KNIGHT_MASTER, JOB_BLADE_MASTER, JOB_JESTER_MASTER, JOB_RANGER_MASTER, JOB_RINGMASTER_MASTER, JOB_BILLPOSTER_MASTER, JOB_PSYCHIKEEPER_MASTER, JOB_ELEMENTOR_MASTER, JOB_KNIGHT_HERO, JOB_BLADE_HERO, JOB_JESTER_HERO, JOB_RANGER_HERO, JOB_RINGMASTER_HERO, JOB_BILLPOSTER_HERO, JOB_PSYCHIKEEPER_HERO, JOB_ELEMENTOR_HERO, JOB_LORDTEMPLER_HERO, JOB_STORMBLADE_HERO, JOB_WINDLURKER_HERO, JOB_CRACKSHOOTER_HERO, JOB_FORCEMASTER_HERO, JOB_FLORIST_HERO, JOB_MENTALIST_HERO, JOB_ELEMENTORLORD_HERO );
		SetBeginCondPetLevel( 0 );
		SetEndCondPetLevel( 0 );
		SetEndCondPetExp( 100 );
		SetEndRewardPetLevelup();
		SetHeadQuest( 6004 );
}

	SetDialog
	(
		QSAY_BEGIN1, 
		IDS_PROPQUEST_INC_002011
	);
	
	SetDialog
	(
		QSAY_BEGIN2, 
		IDS_PROPQUEST_INC_002012
	);

	SetDialog
	(
		QSAY_BEGIN_YES,
		IDS_PROPQUEST_INC_002013
	);

	SetDialog
	(
		QSAY_BEGIN_NO, 
		IDS_PROPQUEST_INC_002014
	);

	SetDialog
	(
		QSAY_END_COMPLETE1, 
		IDS_PROPQUEST_INC_002015
	);

	SetDialog
	(
		QSAY_END_FAILURE1, 
		IDS_PROPQUEST_INC_002016
	);

	state 0
	{

		SetDesc
		(
			IDS_PROPQUEST_INC_002017
		);
		
	}

	state 14
	{

		SetDesc
		(
			IDS_PROPQUEST_INC_002018
		);
		
	}
}

QUEST_PETTAME02 // D급 -> C급
{
	SetTitle
	(
		IDS_PROPQUEST_INC_002019
	);
	
	setting
	{
		
		SetRepeat(1);
		SetCharacter( "MaFl_PetTamer" );
		SetBeginCondLevel( 1, 301 );
		SetBeginCondParty( 0, 0, 0, 0 );
		SetBeginCondJob( JOB_VAGRANT, JOB_MERCENARY, JOB_ACROBAT, JOB_ASSIST, JOB_MAGICIAN, JOB_KNIGHT, JOB_BLADE, JOB_JESTER, JOB_RANGER, JOB_RINGMASTER, JOB_BILLPOSTER, JOB_PSYCHIKEEPER, JOB_ELEMENTOR, JOB_KNIGHT_MASTER, JOB_BLADE_MASTER, JOB_JESTER_MASTER, JOB_RANGER_MASTER, JOB_RINGMASTER_MASTER, JOB_BILLPOSTER_MASTER, JOB_PSYCHIKEEPER_MASTER, JOB_ELEMENTOR_MASTER, JOB_KNIGHT_HERO, JOB_BLADE_HERO, JOB_JESTER_HERO, JOB_RANGER_HERO, JOB_RINGMASTER_HERO, JOB_BILLPOSTER_HERO, JOB_PSYCHIKEEPER_HERO, JOB_ELEMENTOR_HERO, JOB_LORDTEMPLER_HERO, JOB_STORMBLADE_HERO, JOB_WINDLURKER_HERO, JOB_CRACKSHOOTER_HERO, JOB_FORCEMASTER_HERO, JOB_FLORIST_HERO, JOB_MENTALIST_HERO, JOB_ELEMENTORLORD_HERO );
		SetBeginCondPetLevel( 1 );
		SetEndCondPetLevel( 1 );
		SetEndCondPetExp( 100 );
		SetEndRewardPetLevelup();
		SetHeadQuest( 6004 );
	}

	SetDialog
	(
		QSAY_BEGIN1, 
		IDS_PROPQUEST_INC_002020
	);
	
	SetDialog
	(
		QSAY_BEGIN2, 
		IDS_PROPQUEST_INC_002021
	);

	SetDialog
	(
		QSAY_BEGIN_YES,
		IDS_PROPQUEST_INC_002022
	);

	SetDialog
	(
		QSAY_BEGIN_NO, 
		IDS_PROPQUEST_INC_002023
	);

	SetDialog
	(
		QSAY_END_COMPLETE1, 
		IDS_PROPQUEST_INC_002024
	);

	SetDialog
	(
		QSAY_END_FAILURE1, 
		IDS_PROPQUEST_INC_002025
	);

	state 0
	{

		SetDesc
		(
			IDS_PROPQUEST_INC_002026
		);
		
	}

	state 14
	{

		SetDesc
		(
			IDS_PROPQUEST_INC_002027
		);
		
	}
}

QUEST_PETTAME03 // C급 -> B급
{
	SetTitle
	(
		IDS_PROPQUEST_INC_002028
	);
	
	setting
	{
		
		SetRepeat(1);
		SetCharacter( "MaFl_PetTamer" );
		SetBeginCondLevel( 1, 301 );
		SetBeginCondParty( 0, 0, 0, 0 );
		SetBeginCondJob( JOB_VAGRANT, JOB_MERCENARY, JOB_ACROBAT, JOB_ASSIST, JOB_MAGICIAN, JOB_KNIGHT, JOB_BLADE, JOB_JESTER, JOB_RANGER, JOB_RINGMASTER, JOB_BILLPOSTER, JOB_PSYCHIKEEPER, JOB_ELEMENTOR, JOB_KNIGHT_MASTER, JOB_BLADE_MASTER, JOB_JESTER_MASTER, JOB_RANGER_MASTER, JOB_RINGMASTER_MASTER, JOB_BILLPOSTER_MASTER, JOB_PSYCHIKEEPER_MASTER, JOB_ELEMENTOR_MASTER, JOB_KNIGHT_HERO, JOB_BLADE_HERO, JOB_JESTER_HERO, JOB_RANGER_HERO, JOB_RINGMASTER_HERO, JOB_BILLPOSTER_HERO, JOB_PSYCHIKEEPER_HERO, JOB_ELEMENTOR_HERO, JOB_LORDTEMPLER_HERO, JOB_STORMBLADE_HERO, JOB_WINDLURKER_HERO, JOB_CRACKSHOOTER_HERO, JOB_FORCEMASTER_HERO, JOB_FLORIST_HERO, JOB_MENTALIST_HERO, JOB_ELEMENTORLORD_HERO );
		SetBeginCondPetLevel( 2 );
		SetEndCondPetLevel( 2 );
		SetEndCondPetExp( 100 );
		SetEndRewardPetLevelup();
		SetHeadQuest( 6004 );
	}

	SetDialog
	(
		QSAY_BEGIN1, 
		IDS_PROPQUEST_INC_002029
	);
	
	SetDialog
	(
		QSAY_BEGIN2, 
		IDS_PROPQUEST_INC_002030
	);

	SetDialog
	(
		QSAY_BEGIN_YES,
		IDS_PROPQUEST_INC_002031
	);

	SetDialog
	(
		QSAY_BEGIN_NO, 
		IDS_PROPQUEST_INC_002032
	);

	SetDialog
	(
		QSAY_END_COMPLETE1, 
		IDS_PROPQUEST_INC_002033
	);

	SetDialog
	(
		QSAY_END_FAILURE1, 
		IDS_PROPQUEST_INC_002034
	);

	state 0
	{

		SetDesc
		(
			IDS_PROPQUEST_INC_002035
		);
		
	}

	state 14
	{

		SetDesc
		(
			IDS_PROPQUEST_INC_002036
		);
		
	}
}

QUEST_PETTAME04 // B급 -> A급
{
	SetTitle
	(
		IDS_PROPQUEST_INC_002037
	);
	
	setting
	{
		
		SetRepeat(1);
		SetCharacter( "MaFl_PetTamer" );
		SetBeginCondLevel( 1, 301 );
		SetBeginCondParty( 0, 0, 0, 0 );
		SetBeginCondJob( JOB_VAGRANT, JOB_MERCENARY, JOB_ACROBAT, JOB_ASSIST, JOB_MAGICIAN, JOB_KNIGHT, JOB_BLADE, JOB_JESTER, JOB_RANGER, JOB_RINGMASTER, JOB_BILLPOSTER, JOB_PSYCHIKEEPER, JOB_ELEMENTOR, JOB_KNIGHT_MASTER, JOB_BLADE_MASTER, JOB_JESTER_MASTER, JOB_RANGER_MASTER, JOB_RINGMASTER_MASTER, JOB_BILLPOSTER_MASTER, JOB_PSYCHIKEEPER_MASTER, JOB_ELEMENTOR_MASTER, JOB_KNIGHT_HERO, JOB_BLADE_HERO, JOB_JESTER_HERO, JOB_RANGER_HERO, JOB_RINGMASTER_HERO, JOB_BILLPOSTER_HERO, JOB_PSYCHIKEEPER_HERO, JOB_ELEMENTOR_HERO, JOB_LORDTEMPLER_HERO, JOB_STORMBLADE_HERO, JOB_WINDLURKER_HERO, JOB_CRACKSHOOTER_HERO, JOB_FORCEMASTER_HERO, JOB_FLORIST_HERO, JOB_MENTALIST_HERO, JOB_ELEMENTORLORD_HERO );
		SetBeginCondPetLevel( 3 );
		SetEndCondPetLevel( 3 );
		SetEndCondPetExp( 100 );
		SetEndRewardPetLevelup();
		SetHeadQuest( 6004 );
	}

	SetDialog
	(
		QSAY_BEGIN1, 
		IDS_PROPQUEST_INC_002038
	);
	
	SetDialog
	(
		QSAY_BEGIN2, 
		IDS_PROPQUEST_INC_002039
	);

	SetDialog
	(
		QSAY_BEGIN_YES,
		IDS_PROPQUEST_INC_002040
	);

	SetDialog
	(
		QSAY_BEGIN_NO, 
		IDS_PROPQUEST_INC_002041
	);

	SetDialog
	(
		QSAY_END_COMPLETE1, 
		IDS_PROPQUEST_INC_002042
	);

	SetDialog
	(
		QSAY_END_FAILURE1, 
		IDS_PROPQUEST_INC_002043
	);

	state 0
	{

		SetDesc
		(
			IDS_PROPQUEST_INC_002044
		);
		
	}

	state 14
	{

		SetDesc
		(
			IDS_PROPQUEST_INC_002045
		);
		
	}
}

QUEST_PETTAME05 // A급 -> S급
{
	SetTitle
	(
		IDS_PROPQUEST_INC_002046
	);
	
	setting
	{
		
		SetRepeat(1);
		SetCharacter( "MaFl_PetTamer" );
		SetBeginCondLevel( 1, 301 );
		SetBeginCondParty( 0, 0, 0, 0 );
		SetBeginCondJob( JOB_VAGRANT, JOB_MERCENARY, JOB_ACROBAT, JOB_ASSIST, JOB_MAGICIAN, JOB_KNIGHT, JOB_BLADE, JOB_JESTER, JOB_RANGER, JOB_RINGMASTER, JOB_BILLPOSTER, JOB_PSYCHIKEEPER, JOB_ELEMENTOR, JOB_KNIGHT_MASTER, JOB_BLADE_MASTER, JOB_JESTER_MASTER, JOB_RANGER_MASTER, JOB_RINGMASTER_MASTER, JOB_BILLPOSTER_MASTER, JOB_PSYCHIKEEPER_MASTER, JOB_ELEMENTOR_MASTER, JOB_KNIGHT_HERO, JOB_BLADE_HERO, JOB_JESTER_HERO, JOB_RANGER_HERO, JOB_RINGMASTER_HERO, JOB_BILLPOSTER_HERO, JOB_PSYCHIKEEPER_HERO, JOB_ELEMENTOR_HERO, JOB_LORDTEMPLER_HERO, JOB_STORMBLADE_HERO, JOB_WINDLURKER_HERO, JOB_CRACKSHOOTER_HERO, JOB_FORCEMASTER_HERO, JOB_FLORIST_HERO, JOB_MENTALIST_HERO, JOB_ELEMENTORLORD_HERO );
		SetBeginCondPetLevel( 4 );
		SetEndCondPetLevel( 4 );
		SetEndCondPetExp( 100 );
		SetEndRewardPetLevelup();
		SetHeadQuest( 6004 );
	}

	SetDialog
	(
		QSAY_BEGIN1, 
		IDS_PROPQUEST_INC_002047
	);
	
	SetDialog
	(
		QSAY_BEGIN2, 
		IDS_PROPQUEST_INC_002048
	);

	SetDialog
	(
		QSAY_BEGIN_YES,
		IDS_PROPQUEST_INC_002049
	);

	SetDialog
	(
		QSAY_BEGIN_NO, 
		IDS_PROPQUEST_INC_002050
	);

	SetDialog
	(
		QSAY_END_COMPLETE1, 
		IDS_PROPQUEST_INC_002051
	);

	SetDialog
	(
		QSAY_END_FAILURE1, 
		IDS_PROPQUEST_INC_002052
	);

	state 0
	{

		SetDesc
		(
			IDS_PROPQUEST_INC_002053
		);
		
	}

	state 14
	{

		SetDesc
		(
			IDS_PROPQUEST_INC_002054
		);
		
	}
}

There is also a more common bug which i can not now find a fix for, you can not at all feed pets with pet feed, whether the pet is a egg or a cage you can not simply double click to feed it, any help here either

Okay another strange thing

On my server if you trade someone, then immediately after putting the item into the trade box you cancel the trade and wait a few minutes/hours/days you get more of the same item (DUPED SAME AWAKES/PIERCE/QUANTITY/UPGRADE)
My question is does anyone else have this problem, and if so how do i fix it?
 
Last edited:
Skill power editing/Balancing classes

Hey,

I know a lot of server are all about balancing classes to make it more fair for players,
What i am here asking, is what is the best way to do this, would it be best to edit the PropJob.inc file or would it be best to edit the source to set boundaries for hits?

My honest main concern at this moment is the fact people on my server can asal upto 10m, which kills even the most over powered full sta templar at level 300,

Just a side note, i know asal is meant to be powered by MP, but does it it have any other factors that increase its power?

Another side note, my Physical Wall still crashes the whole channel, i have not yet found a fix to this, could this be a skill error in itself (like a corrupt sfx file) or would that only crash their client when using it?

Thanks
Nick

i think i found it finally

if i edit this
return ( ( ( m_pAttacker->GetStr() / 10 ) * dwSkillLevel ) * ( 5 + nMP / 10 ) + nAddDmg );

to look like this should it decrease the overall hit?
return ( ( ( m_pAttacker->GetStr() / 100 ) * dwSkillLevel ) * ( 5 + nMP / 200 ) + nAddDmg );
 
Re: Skill power editing/Balancing classes

if i edit this
return ( ( ( m_pAttacker->GetStr() / 10 ) * dwSkillLevel ) * ( 5 + nMP / 10 ) + nAddDmg );

to look like this should it decrease the overall hit?
return ( ( ( m_pAttacker->GetStr() / 100 ) * dwSkillLevel ) * ( 5 + nMP / 200 ) + nAddDmg );

Obviously. Just read the formula. The STR is normally being divided by 10, but you changed the formula to divide it to 100. Same goes for the MP, it's pretty much self explanatory. Anyhow, even when using this formula it's still hard balancing. We're still working on it on my server, as there is always something to do.
 
@๖̶̶̶ۣۜYyZz Not to sound rude here, but didn't i update my post to show you that is what i did?

I was simply asking that is this the correct format for Decreasing the power.

Also i would suggest making a completely new formula with the same type of format - if you want to completely balance a server make it take FP into account as well, and make MP as low as you can for BP's
 
This is starting to be really stupid. First of all you call your server the best one and yourself a developer. Now just when I readed this thread I laughted for almost 10 minutes.

First of all you have no *_______* idea how to fix anything, aways asking for easy stuff everyone can do without any c++ knoweledge. But this thread, uhhhhh... it shows you have not been at school *maths*? The formula are simple maths (+, -, *, /). I'm not sure if you are a retarded or you are vacillating us.

Let's an example for you.

Str = 100
100/10 = 10

Str = 100
100/100 = 1

Which is bigger genious?
 
Ow caja you make me laugh, i have studied maths for 13 years, and am currently doing A-Level maths (The highest form accept university) and frankly i asked if i was doing it right, not if my equations were sound.

If you are going to screw at me, and be nasty all i can say is **** off (Another infraction there but well worth it)

Also if you are sooo masterful at programming why not help with all my other problems in my post :)
 
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