post rev. 1 by LazyFae on 06-21-18, 03:14 am
Posted at 06-21-18, 03:13 am Link | #
LazyFae
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Not sure what the problem is, but may try A)Relogging/Restarting and B)Different items. If it's a story quest, please make that clear. And you will want to submit a ticket via support, if it's still an issue.

For a more active response, you may try the discord chat, cuz the forums are fairly slow for mabi pro.
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Posted at 06-21-18, 04:49 pm Link | #
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Hm, yes and no. I've played various games. The pointless running, yeah, it gets frustrating. At the same time, the mobs being spread out some, without insta aggro across the map, does give you time to recover if you're say, low on hp/mp/stam, move things to/from pets, change equips, or if you need to afk for something.

Now, the solution i know some people will think of to cover this, and which nexon did in the past on vindictus before patching it out, is to give a wait time between spawns. NO! When you get strong enough, you'll clear the spawns and be waiting, and it SUCKS! A more controllable wait time beats a pre-determined wait, and is far less frustrating.

My personal preference, would be to honestly have consecutive spawns in one room. The cor dungeons actually make a wonderful example with one of their switch rooms, of what i'd like. Scatter some switches in the room, to open the door i'd prefer something similar to that. Allow multiple spawns that players control. Consecutive spawn groups as you kill the mobs in a room would be acceptable, just lower on my preferred list is all.

Also, difficulty vs rewards does not carefully balanced, and the players need to be able to have a rough idea of what they're getting into before entering dungeons. For example, i'm at roughly 400 total. I can handle solo things like ciar int HM without a bunch of deaths, if i play careful. May still have a few, but you could handle that without NAO if you needed, just using statue revive+HW, because my deaths are so infrequent. However, despite my confidence at dungeons of that level, i still have no clear for something like peaca, due to wights. 100% resistance mobs would be an issue. While, alternatively, they could have a better reward, it could lock certain players/builds out. And nothing could be worse for growing players, than someone who say, is barely INT SM level, getting mobs of their difficulty, and then suddenly getting a couple HM mobs.


I'm not so much against adding dungeons, i'd love more combat options, but things really do need smoothed out. Both in terms of considering the impact the rewards could have on market/gameplay and how well the content would be received by players of varying groups and playstyles. Least, that's how i'm looking at everything.
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Posted at 06-21-18, 07:50 pm Link | #
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For clarity's sake, and since you did expand a bit, i do agree with the general principle. I'd like the finer points to be discussed a bit more, but the idea overall appeals to me.
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Posted at 06-22-18, 06:13 am Link | #
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I think most of them we've lightly discussed, things like spawn mechanics, difficulty level, and drops. Depending on how it's set up, mob drops could be tweaked, or add an extra room with chests and allow mobs to have a chance to drop keys, similar to how normal dungeons have chest rooms and you get keys from mobs in the orb rooms.

The duration of how long the dungeon entrance stays open, and how easily identifiable the difficulty of the dungeon is before entering is somewhat important to. Say i got 2-3 people i want to play with and we all want to do the dungeon. Well obviously it's not a 100% chance that we're gonna have the dungeon show up every exploration attempt. And following around someone for 10 minutes while they try to find it doesn't sound fun, conversely splitting up could make it difficult for friends to join you in time as we only have one channel so it's not like we can search the same spot across multiple channels.

A short duration for the entrance is all well and fine, but i would at least like enough time to be able to be like "I found an exploration dungeon, anyone want to give me a hand?" and have enough time to get a response as well as use a summon cap, yes i'm actually suggesting a summon cap as a reason to keep the dungeon appearance reduced, and let the person join me while feeling i can leisurely enter without going "Well, you took too long so i'll have to find a new dungeon." and people leaving because screw the wait.

This is also why identifying the difficulty ahead of time is important, so i don't invite a lv 100 into a lv 500 dungeon. Cuz if i legit want something out of the dungeon and need a hand, that's going to massively backfire. And with some rng application on that dungeon, that could turn into a tedious task. The more RNG involved, the worse it can get.

I suppose if you want to just make it a solo dungeon, you could circumvent most of that, but at the same time people would get bored repeatedly solo grinding the same thing, when they also have to spend their time searching for it before hand, and the rng issue will still apply, just no frustration of dealing with others.

Again, mobs inside are a big deal to me as well. No one wants to waste, say 10 minutes of their time in a dungeon, only to suddenly get thrown a mob with immunities to the skills you use. I can smash real good now, but that means nothing in the face of a wight. Similarly, i don't care how good of a mage you are, when a ghost shows up. All you're gonna be doing is trying to keep it from casting, and basically nothing else. This is a great late/end game tool, and i'm not opposed to it, but if something like it is used, then we would need a way to know to expect these mobs. For example, have the dungeons in zardine region have a chance at peaca mobs, or maybe include a peaca mob as a boss. Meanwhile, Rano could be rundal mobs or something. It's not a clear cut announcement on what you'd see each run, possibly, but you would have a rough idea of what to expect. You'd think 'okay, i'm not strong enough to handle peaca mobs yet, so i'll steer clear of zardine dungeons.' While others will be thinking "I'm able to do rundal, but those blasted ship rats are a problem. Better find a meat shield."


I'm sure there's various ways to approach the multitude of problems that bother me, but things seem a little foggy on the topic atm. So clearing up what would be acceptable and wouldn't, what is actually desired versus what you'd compromise, as well as how others feel, would be a boon to the topic. And it'd save a lot of exposition.
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Posted at 06-22-18, 06:15 am Link | #
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Any chance on adjustments to the camera zoom, in addition to the view distance?
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post rev. 1 by LazyFae on 06-22-18, 04:17 pm
Posted at 06-22-18, 04:17 pm Link | #
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Generic "Request a feature for your character that you'd choose when creating/rebirthing."
I'd like to request giants get more mouths. In particular, a smug/smirk, at the moment humans/elves can use it just not giants.


Off-Topic Rambling:
If anyone wants human/elf directory, for their smirk, it's data/material/char/face/mouth.dds
There have been similar threads, but as they're old i figured it was a bad idea to bump them. Seemed pointless to create an entire thread to just a smug/smirk mouth, and while i could throw it in simple requests i figured a generic thread where anyone could easily make character edit requests, was a good way to allow others to make similar requests while keeping these types of requests organized into one thread.
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Posted at 06-23-18, 05:49 pm Link | #
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Well, i've waited a few days, seems nothing's come of it. So, best thing to do would probably be to host something off-site, that i can give perms to others to edit. I think people commonly use google docs for this?

Anyway, i can look into getting it started, if i can get some contributions. And if i can figure out how to add permissions, i can allow others to edit if they give me any info i may need, in order to add them. I'll supply a link to the work in progress at the top of the first post, edit it in, when i actually get something done.
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post rev. 2 by LazyFae on 06-23-18, 08:15 pm
Posted at 06-23-18, 08:11 pm Link | #
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Sorry for the double-post, the 'rough draft' of the guide is now up, link in the first post as well.
https://drive.google.com/open?id=1Y9m8hPWS0q0eE_KVsvxwhm9P682I3WA9

I'm in the MabiPro discord, nick as Lazyfae. Can post in the guides section or contact me there if you want added to the list of people able to edit, whether to clean it up, formatting, add/edit stuff, or whatever reason. I would encourage discussion about things covering the document to be held in the guide section, which i will be crossposting to as i request this specific thread be locked as the purpose of it is no longer really useful, or via discord.

I have the draft saved locally, and while i did start the project, as i said originally i hold no illusions about keeping it maintained long term. Which is partially why i'm including discord as a contact means. If i stop maintaining it in the future, and the guide proves useful, it would be nice for others to have the ability to edit it. Currently i'm the only one able to adjust permissions on who can edit it as well.
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post rev. 2 by LazyFae on 07-12-18, 03:35 am
Posted at 06-23-18, 08:14 pm Link | #
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I am currently hosting off-site, for the purpose that i will be able to allow others to make edits and maintain the guide when i'm not around.

https://drive.google.com/open?id=1Y9m8hPWS0q0eE_KVsvxwhm9P682I3WA9

I'm in the MabiPro discord, nick as Lazyfae. Can post here or contact me there if you want added to the list of people able to edit, whether to clean it up, formatting, add/edit stuff, or whatever reason. I would encourage discussion about things covering the document to be held in this thread or via discord.

I have the draft saved locally, and while i did start the project, i hold no illusions about keeping it maintained long term. Which is partially why i'm including discord as a contact means. If i stop maintaining it in the future, and the guide proves useful, it would be nice for others to have the ability to edit it. Currently i'm the only one able to adjust permissions on who can edit it as well.
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Posted at 06-25-18, 07:51 pm Link | #
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Hello, I'm new to the server I'm a bit confused about the installation issue, download the full client installer but it does not let me open it (1 mirror) and because MEGA prevents me from continuing the installation and I'm really confused, if anyone can explain how the game is installed I would appreciate it :,v

Try downloading the primary launcher.


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post rev. 4 by LazyFae on 06-27-18, 07:57 pm
Posted at 06-25-18, 10:14 pm Link | #
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For those looking for dungeons long term, or having trouble finding a party and are spamming regularly, feel free to post in the thread.

As for me, looking for Glowing Gargoyle for my Elf, not even 30 total but need it for trans.

Willing to host Rundal Siren and Adv HM total 400's on my giant and the ship rat multi is a problem; Colin Plate gloves and body, and Destruction enchant. As a general rule, if someone else is wanting an item from my run, i'll only claim one of the items i'm looking for, should someone else want something; if someone else hosts the run, then i let them have first call on drops as well.

Math, normal or adv 3 for hellhound skull. Droprate is supposedly same on normal as adv though, so typically i'd rather run it. I'd rather take my elf for a little bit of exp on her though, if no one would mind.

Finally, Cryptid on int/adv, just for xp. High current, so appeal on that's semi-low atm. I do adv if i have 2 others able to keep attacking, as i'm not tanky enough for it normally.

EDIT: Got my IS4, and colin boots so i only need 2 colin parts now.
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Posted at 06-27-18, 04:16 am Link | #
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Party Quests and Iria Quest Board
Part of the issue with dungeons, is a lotta pointless running, and you get less xp and typically far less rewarding than just doing SMs. About only true advantage to them at the moment, is reliable herb source and unique drops that you can't get in SMs. If the drops were included in SMs, i would bet most interest in dungeons would be flat out gone.

Monster Hunting on Iria
Live has a feature, Ancient Monsters. When a monster in the field is alive for (think it was) 2 hours, then it has a chance to turn into an ancient monster. A larger, much tougher, version of it's normal self with the title ancient, and anything with the title has a unique drop table added to it, such as equipment and enchants. All ancients share the same drops, in addition to keeping their normal drop tables.

Now, i don't know if i want the literal exact same thing in Pro, but the concept of improving field play is most definitely appealing. Having more frequent boss spawns, especially since we have 1 channel as opposed to 7, would definitely be nice. Honestly, i much like the sound of having a boss always present, or be force to spawn say, 5 minutes after all bosses in its region are dead. But i doubt everyone would approve of that.

More HM dungeons
Probably bears finer discussion; drop tables, how much to vamp up mobs, and exp rewards, but overall i say yes.

Commerce and Homestead
Commerce never appealed to me, absolutely hated it, but i acknowledge it's a feature that many would actually like. If we do get it, i really truly would like to get bandit hunt as well, or some variant. Give incentive to go after bandits, for those of us who truly hate the merchanting aspect of it all.

Homesteads, i think the major complaint is that you're guaranteed free resources/workstations daily. I mean, higher odds of fine wood, free herbs, etc. on a regular basis is a bit too easy mode for what some of us want in pro. That said, i still would like the ability to be able to have easy access to a fishing hole from basically anywhere, even if i do still have to go to town to buy bait.

MabiNovel
Meh.

A Penultimate ENDGAME
With Pro, that may be worth considering. However, most the AI is total crap in game. Which would lead to either players easily overwhelming the mobs, or just super tanky mobs that players just whittle down and basically be bored to death in the process of. And the whole 'use a pre-generated character like generation quests do' is a no for me, unless you give me super gold and xp rewards. Pre-generated characters mean no drops, and only xp is literally mission reward. So overall it tends to be unappealing. That said, you could use a setup like the embattled boss event did from live, where you possess a bisque doll, to allow lower levels to use a pre-generated character to keep up with higher levels, and without hurting higher levels in the process. Loved that event, but it seemed vastly underrated.

Reference video for those who don't know the event, what i'm talking about, the bisque dolls, can be observed around 0:23 in.
https://www.youtube.com/watch?v=9pVuBWAdXQQ&t=2s
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Posted at 06-27-18, 04:21 am Link | #
LazyFae
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Increased potion stacks

Really really want to +1 that. Potion stack, base pot stack, herb stack, and even feathers and bandages. Wings of the goddess stack size (that you buy from magic NPCs) would be nice too, but that's entirely different. Main reason to keep those stack sizes at 10, is just to eat inventory space. Really no need for that, since you don't pay rl cash to get more inventory. Live does 20 for stack size atm, honestly i'd like around 50, but dunno that others would agree.
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Posted at 06-28-18, 08:42 am Link | #
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Skills don't need to be nerfed? That's somewhat subjective depending on the player and situation. Mana Shield is a wonderful example. A player with high int, and good def/prot, can cut the damage they take. I'm talking a mob doing like 1/3 of its normal damage, possibly dealing less if the player really wants to make a tank setup. This is especially noticeable when fighting mages.

As for gimmicks, the skeleton wheels sound amusing. Dispel is an interesting sounding one, will it have any effect on pets, just to prevent pet spam en masse? What kind of cool down should we expect, or what kind of triggers? It'd be a great counter to say, a bunch of int magic spammers. Cut the mp of anyone currently channeling a spell and cancel their spell, for example. But at the same time, if it gets used every 10 seconds, a lotta mages are gonna be royally ticked.

Teleport, if this is the counter to mages over dispel, then i protest. Mages act primarily like a sentry. They stay in one spot and cast. Generally they go the way of the elves though, once they're hit, ie dead. If you're saying give a boss this, you'll see loads of insta dead mages, not good. If you give little mobs this, you will have to severely limit their numbers, makes sure they're not gonna die to say 1 fireball crit followed by another spell, and the question is will the mages be wanting to attack the mob or are they trying to be careful not to hit it with an aoe effect. If it's the latter, that cuts out some concerns. If it's the former, you need incentive for mages to prioritize the mob over range/melee, which means heavy protection and heavy standers.

Reading player input... is that really gonna work well in a raid? I mean, seeing a player charging Thunder, shooting another mob with Arrow Revolver, or something along those lines, and the mobs organize to put a stop to it would be rather amusing. But at the same time, if you have lots of players you'd have to balance the number of mobs somehow, as well as how they compliment each other, for them to be doing anything other than essentially ignoring whatever tries to intercept them and getting killed in a show of supposedly poor coding. Sounds like a real nightmare to try to get enough logic in multiple mobs to allow them to properly handle reading player input, in a raid like scenario.


But yeah, going back to the whole gimmick implementation, that was their whole idea with tara shadow missions. You weaken a shadow commander and spam weak attacks? Well, you're gonna have a load of snow golems. Dark commander in Fomor Attack, better make sure to get the unique drops from rusty swords. Blinkers are supposed to be ranged or hit with sand burst. Dullahan you're supposed to evade, or alternatively let your hp drop as low as possible without being deadly, and pop mana shield. Sulfur spiders, barrier spikes make great procrastination and herding tools for the center room. Even some earlier content, nightmare humanoid and lycanthrope, required some kind of gimmick early on.

Problem with a lot of gimmicks in mabinogi though, becomes 'okay i need to invest 100 ap or possibly more, to make the skill i need useful. And then i'm likely to only use it in like 2/50 things i do. In live during this generation, it was worse as xp and ap were a lot harder to obtain. I mean, when you have the skills ranked, you may feel pro for carrying with the gimmick skill, but everyone knows that really the ap cost/effectiveness of the gimmick skill (including stat returns) normally isn't worth it until much later in your game life, where you're basically just raising skills for stats and doing absolutely nothing else. At which point most people still won't need the gimmick skill too much, because you're gonna have all the skills that are far more useful universally, while also having the stats to back up your fighting style.


Spent more time on this than i intended, but overall, especially with the mabi and nexon's track record, gimmicks concern me. Send anyone but a melee character into Their Method on HM or Elite. We know it's not hard, but it doesn't mean it's not a nuisance or just ridiculous. I'd like to hear more gimmick ideas, but please not a bunch that are heavily reliant on niche skills.
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Posted at 06-28-18, 09:13 pm Link | #
LazyFae
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Skills don't need to be nerfed? That's somewhat subjective depending on the player and situation.

What I was trying to get at when I said that was that skills don't need to be directly nerfed and have their numerical values reduced. Instead, it's a better idea to make enemies resistant to that skill as an indirect nerf. Players don't like having their toys taken away, so it's better to let them keep their overpowered abilities but reduce its usefulness by giving enemies a skill to counter it. Obviously this doesn't mean to overdo it and give EVERYTHING this counterability.

I'm not sure i'll ever be sold. I mean, i understand if any new skills are extremely limited in both gimmicks and stat gains, but i've already seen proof of how bad it can get, from live.

Let's look at Rabbie Phantasm from live, hardest content i saw before quitting. Counter to pet summons? Check. No barriers? Check. Counter to load time skills? Check in the form of insta multi+insta range. Counter for reforge elemental damage? Check. Counter for things like puppets? Check. Counter to tanky characters? Check. Counter to stun locks? Sometimes check.

All the counters to players' skills gets pretty ridiculous end game. Their counter to a lot becomes dealing fixed damage based off hp percentage, rather than flat numbers, have any flat number damage be absurdly high at like 5k+, and massive aoe or insta range attacks. The boss of Phantasm is so ridiculous that if you don't basically live right by the server, you can't even kill her i don't think, due to one of her gimmicks. Rather than do so much damage during a specific attack, you have to land so many hits. And guess what, she picks one target at random, from your party, that is able to hit her. Everyone else was locked i believe.


Probably my biggest concern, is that with more gimmicks and new power creeps though, is that old content gets dramatically outdated. Most dungeons and shadow missions were made to be challenging on release. After a few updates, and when players invest enough in skills, most of it becomes easy though. And in live, it's a constant joke. The progression of the game, with more gimmicks and skills, just continually raises the bar, and with no effort to rebalance skills, not to keep up with new stuff but to actually attempt a balance in the skills between each other, resources required for skills, and with the content/intended usage of the skill, it all just gets broken to the point things get too easy after a while. And that is the whole reason i stopped live, was the end game had a rather distinct line, between easy and ridiculous.

This is not to say, don't give mobs gimmicks and counters of their own, by all means do that because it can keep things fresh and entertaining. But i will always feel that skills need nerfed and sometimes buffed, to work on that balance, no matter how much players may hate it. Digital Extreme's Warframe is an awesome example of that imo. I don't agree with all of their changes, but they are constantly reworking parts of the game, to try to keep things in an intended progression line, no matter if players get unhappy about losing things or not.
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Posted at 06-29-18, 05:47 am Link | #
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There's been some issues with a node the game uses. The easy answer is, if you try to log in and it fails, then close client and relaunch, try again. I would suggest joining the discord chat though, as it's far far more active, and has much more info than you're getting on the forums.
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post rev. 1 by LazyFae on 07-01-18, 06:21 am
Posted at 07-01-18, 06:10 am Link | #
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EDIT: Clarification. Windows defender has been deleting people's pleione.dll. This is your fix.

From the Discord chat.
"[8:06 PM] Drahan GM: https://www.bleepingcomputer.com/news/security/windows-defender-detecting-legitimate-files-as-trojan-win32-blutealbrfn/
[8:07 PM] Drahan GM: update your windows defender
[8:07 PM] Drahan GM: it was fixed june 26th "



I am posting my Pleione.dll, in rar form, on here should anyone need it. While i would say you could trust me, you should always be careful downloading files, especially dll, from others. So if you're antsy about it, wait for some posts confirming it's safe, or run some tests yourself.

https://drive.google.com/open?id=1dLRJV9GnMoKxCds2lzrCxXj9LZdETegi
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Posted at 07-01-18, 05:34 pm Link | #
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Aye
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post rev. 4 by LazyFae on 09-30-20, 07:27 pm
Posted at 07-01-18, 06:43 pm Link | #
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Top part of post is info/download, guide follows. I worked on this mod back on live, for making a carpentry party. Figured i'd carry it over to pro since it had potential.
Last upload was on 9/30, to remove the txt file. I didn't realize editing it is simply detrimental, only the xml is required.
https://drive.google.com/file/d/13znRSSJf5uV7CJKNYmcvU7c4_Obno_69/view?usp=sharing


Rar format, with xml and txt inside. Just extract to your mabi pro directory.
I edited the Accrued Level Limit option as well as rewording it to Total Level Limit. Added Carpentry Restriction, shows up in the list right under Total Level Limit. Total Level Limit now includes the levels;





For those wanting to edit in your own unique values or skills, here's your guide. Spoiler contains the key code block. Main file you'll want to edit: data/db/partyboardcategory.xml, snippet in the spoiler. While not strictly required, you should edit a second file as well, included in my mod: data/local/xml/partyboardcategory.japan.txt. Editing the japan.txt will not show any changes in game, and may actually interfere with the text display. You will still reference the file however.And finally, you will not edit but will look at data/db/skill/skillinfo.xml.


That's your basic formatting. What you'll need to know for adding, editing, or even removing. Skill ranks are auto-filled, rF-r1, and I don't know a way to change those. Open data/db/partyboardcategory.xml. To simplify the process, the spoiler contents can be placed anywhere within the <Data> * </Data> region. The only exception is, do not place it within another <Type> * </Type> region, make new lines before or after these rules, as desired. If you ignore these instructions, you either not see your mod or mess up your party board rules, worst case scenario is you may manage to crash yourself.

Where you place your rules, does indeed determine where in the list, in game, it will show up. So you can move or add entries to suit you.

The Type name="_LT[entry]" is what the client will return to you as you make changes. Again, it is what you will see for selecting a restricted skill. What you will change, is what's in the quotes. There are two ways to change it. The most user friendly, is going to be deleting everything between the quotes. Not just the brackets, delete everything within the quotes. Then just put whatever name you wish to see. The second method, will involve you cross referencing another file, specifically data/local/xml/partyboardcategory.japan.txt. You should recognize the file name, partyboardcategory, as it is also in the quotes of the code. While I do not know specifically what LT stands for, it isn't part of your name but basically telling your code there, to go fetch another file, which is what the text inside the brackets are. The number within the quotes, is the line designation within the file it's looking at, which in this instance will be the Fishing skill. So in short, it looks at another file, finds the text Fishing, and then it tells your game that Fishing is what you should see. There is a reason for doing this, that I touch on but won't greatly detail as it will derail. I strongly recommend just replacing the whole quote section there, and placing your own name rather than editing that number. That covers the name you will see for selecting party restrictions, but again that is only the name.

You can make the name whatever you want, changing Fishing to say Smash. That will not change the function in the game, despite you seeing it be a Smash restriction, it will technically still be Fishing restriction once the party is on the party board, and other people will still see it as Fishing and not Smash. Instead, you have to edit the second number in the spoiler above. In this instance, 10023. Again, we will have to reference another file to know what we're looking at: data/db/skill/skillinfo.xml. The number is a Skill ID, and is actually labeled as just that within your file. Ctrl+F and search for 10023, do not add a comma. Keep searching, until you end up at SkillID="10023". You will know you're in the right spot, because right after it you will literally see SkillEngName="Fishing". So, skill 10023 is Fishing. Now, keep that logic in mind, you can search for any skill you wish. Remember, you're looking through skillinfo.xml. When you know the number for the skill you want, you go back to the partyboardcategory.xml and add or edit it in. Another example, if you want healing then, if you follow my advice, it should look like <Type name="Healing" value="30006">. That would just be the first line, again look at the spoiler and remember there are more lines. You do not need to change the other lines, but you still need to add them.


So, files to know: data/db/partyboardcategory.xml, data/db/skill/skillinfo.xml, and data/local/xml/partyboardcategory.japan.txt. File you should be editing: data/db/partyboardcategory.xml.
You can edit the .txt as well, but I would recommend keeping those edits to a minimum since most of your work can be done in one file. Reason to edit the txt would be because of a Typo, like Meditation is actually spelled as Mediation in the file, or because you dislike some of the context used. Players commonly refer to it as "Total Levels" where the txt file will call it "Accrued Level Limit." I changed both of these in my mod fyi, which is why that file is also included. As stated in previous edit, you do not actually want to edit the txt file, use it as a reference but keep edits strictly to the xml.

When you try to edit the data/local/xml/partyboardcategory.japan.txt, you need to be aware of a simple and frustrating fact. You can not add lines, only edit. If you're making the mod yourself, I'm sure you've realized that since one file references a line from another file, why not just add a line? While yes, technically the txt will indeed save the new line, the .xml file will not read that line. When you get in game, it will simply give you the file designator in place of the line. Ie if you use [xml.partyboardcategory.346], then when in game and try to set a restriction, it will show you instead xml.partyboardcategory.346 instead of the name. This will also not affect functionality, the only thing you edited here was the name, and not the skill ID, the two are separate values and both require their unique changes. So, while you will see the gibberish code, once it hits the party board the server sees the skill id requirement and uses that. The name is only important to the user of the mod, no one else will see it. The skill ID, is important to the server, and everyone on it.

And yes, due to how we have capped skills, it is entirely possible to set an impossible restriction. Meditate at r1 for example, as a restriction, will mean it's impossible for anyone to join.
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post rev. 1 by LazyFae on 09-22-20, 08:25 pm
Posted at 07-01-18, 06:48 pm Link | #
LazyFae
Still a casual gamer

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The following is an old post. Shows my limited knowledge before rewriting the OP.

If you want to edit the party level restrictions, look for this line
<Type name="_LT[xml.partyboardcategory.6]" value="1">

The default partyboard xml will contain values under it, corresponding to 0, 200, 400, and 600. You can edit these freely. You can add more options if you want, by adding more lines. Similar principle to skills, you need to make sure they have a unique, unused identifier number, and then rather than a skill id you just add the level restriction. Here's an example of me setting a restriction of 1000.
<Purpose name="_LT[xml.partyboardcategory.501]" value="1000" />

And as always, it shows wrong in party board settings, but players joining your party will see it properly.

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