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Scylla last won the day on July 6 2021
Scylla had the most liked content!
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- Github: winterachrono
Scylla's Achievements
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Thank you! Will try this out! EDIT: This fixed it, thank you very much!
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Is damage really supposed to register already even before you get hit? In this video, if you take a look at injustice's incoming first hit, my HP already decreased even before it hits me with without even seeing how much damage is done with the damage pop up: While before, it waits for you to get hit & waits for the damage to pop and then decreases your HP accordingly with the damage done: Any tips on where to start to revert it back to the 2nd video would be really helpful! Thank you!
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For some reasons, i was able to fix this by removing j in vending.cpp: int k, j, loot_count = 0, vsd_w = 0;
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How to set effect Master Archer lvl 1 - 10 range effect only when using bow ?
Scylla replied to Styx15's question in Script Requests
if(getiteminfo(getequipid(EQI_HAND_R),11)==W_BOW) { bonus bLongAtkRate,44; } -
Just put this in RO folder/System/Font RixSquirrel_10.eot
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Check luafiles514/lua files/transparentItem/transparentItem.lub Put: { insert_view_id, 255, 255, 25500 }, Before: { 0, 0, 0, 0}
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I need help how to IgnoreDamage of reflect skill in some mobs
Scylla replied to lyleham's question in General Support
case ST_REJECTSWORD: sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv)); break; Reject Sword is triggering SC_AUTOCOUNTER (Knight skill Auto Counter or not sure if this one's exclusive for Reject Sword) for this so maybe you can try and do something at KN_AUTOCOUNTER in battle.cpp -
Lotti Girl with Multiple Items set as requirement to play
Scylla replied to amanikoko's question in Scripting Support
You can basically just do it like this: prontera,155,139,5 script ShenRon 10500,{ function LinkItem_; .@name$ = strcharinfo(0); .@rand = rand(.chances); .@i = 0; if( countitem(Item_ID1) < Amount && countitem(Item_ID2) < Amount && countitem(Item_ID3) < Amount ){ mes .n$; mes "You don't have any"; mes "Item_ID1 name xAmount"; mes "Item_ID2 name xAmount"; mes "Item_ID3 name xAmount"; mes "in your inventory."; mes " "; mes "Come back to me if you have it already."; close; } mes .n$; mes rand(2) ? ""+callfunc("F_Hi")+" ^0000FFI am Shenron^000000, of Prontera Rune-Midgard City." : ""+callfunc("F_Hi")+" ^0000FFI am Shenron^000000, of Prontera Rune-Midgard City."; mes "Required Item: "+.itm_a+" x "+(.itm_n$)+""; mes " "; mes "Would you risk to play this game?"; next; if( select("- Play Game","- Cancel") == 2 ) { mes .n$; mes "Alright! "+ strcharinfo(0) +" come back anytime you want."; close; } while (( .@rand -= .item_Rate[.@i] ) >= 0 ) .@i++; progressbar "0x11CC99",.loading; specialeffect2 EF_REMOVETRAP; getitem .item_ID[.@i], 1; delitem Item_ID1, Amount; delitem Item_ID2, Amount; delitem Item_ID3, Amount; announce "[ Shenron ]: Player "+ .@name$ +" obtained 1 x "+ getitemname(.item_ID[.@i]) +" with "+ .item_Rate[.@i] +"%.",0; mes .n$; mes "You have obtained 1 x ^FF3000"+ getitemname(.item_ID[.@i]) +"^000000 with "+ .item_Rate[.@i] +"%."; close; function LinkItem_ { .@id = getarg(0); .@showslot = getarg(1,0); .@slot = getitemslots(.@id); return "<ITEM>"+(.@slot&&.@showslot?getitemname(.@id)+" ["+.@slot+"]":getitemname(.@id))+"<INFO>"+.@id+"</INFO></ITEM>"; } OnInit: .n$ = "[ Shenron ]"; .loading = 1; // 0 = No Delay //.itm_p = 60796; // Required Item //.itm_a = 10; // Required Amount .itm_n$ = LinkItem_(.itm_p); setarray .item_ID, 7539,35434,35390,60043,60066,60081,60068,60147,60148,60149,60150,60151,60152,7179; // Item ID List setarray .item_Rate, 90,10,10,10,10,10,10,5,5,5,5,5,5,1; // Item ID Chances .@i = 0; while ( .item_ID[.@i] ) { .chances += .item_Rate[.@i]; .@i++; } end; I'm sure there's a better way to do this, but simply can be just like this. -
Lotti Girl with Multiple Items set as requirement to play
Scylla replied to amanikoko's question in Scripting Support
delitem .itm_p, 1; to: delitem .itm_p, .itm_a; -
Def and Mdef goes to bonus stat instead of base stat
Scylla replied to unrestricted's question in General Support
Yeah it's LUK and base MDEF, not VIT nor soft MDEF (gained from INT). Soft MDEF var is mdef2 in src Maybe if you can provide a video that Freeze duration also lessens with INT, then you can post an issue in github -
Def and Mdef goes to bonus stat instead of base stat
Scylla replied to unrestricted's question in General Support
Well this is how it really works in pre-re (not sure in re) VIT defense, or some people call it the soft DEF (or the + after the base def) works as final damage reduction (E.g enemy has 1000 damage to you, you have 100 vit-defense = literal -100 damage) and you gain 1 VIT def per every 1 VIT you have from base VIT or + VIT while base DEF (gained from armors & cards with DEF effects) gives you 1% physical resistance per base DEF (capped at 90) I'm not sure with soft MDEF but it should work the same. Same with base MDEF The status chances that can be resisted & reduce duration by base VIT are the following: Bleeding Curse Poison Silence Stun Each base VIT grants -1% chance for them to proc. You can read more here: https://irowiki.org/classic/Stats P.S I'm not sure if iro classic follows exactly the same mechanics as kRO, but most are identical -
It's because there's no more skill_cast_db on the latest rA. Then try putting 3000 on duration2 as well
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Add Duration in skill_db
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https://github.com/rathena/rathena/blob/master/db/import-tmpl/mob_avail.yml
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I just said make pc_status_def_rate to 0... But i honestly do not know if this affects card resistances too so you better try