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bodibastos

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  1. Thanks for the suggestion, but I'm trying to make a status condition, not an item. Unless there's some way I could base the status condition on the bAtkRange code?
  2. skill_require_db 2008,0,0,30:35:40:45:50:55:60:65:70:75,0,0,0,99,0,0,dragon,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //RK_DRAGONBREATH Change "dragon" to "riding".
  3. Hey guys, I've been trying to add a status condition that increases the weapon's range. For the sake of testing I'm currently using SC_TWOHANDQUICKEN. I went on status.c and tried to add a line below the AC_VULTURE effect, since it's similar to what I want to do: if((skill=pc_checkskill(sd,AC_VULTURE))>0) { #ifndef RENEWAL base_status->hit += skill; #endif if(sd->status.weapon == W_BOW) base_status->rhw.range += skill; } if (sc->data[SC_TWOHANDQUICKEN]) base_status->rhw.range += 4; But I noticed two issues: First, this is only applying to autoattack range, even though I'm testing on a skill which is supposed to take the Weapon's range. I'd like the status effect to affect both autoattacks AND weapon-range based skills (I have skillrange_from_weapon set on my skill.conf). Second, the range bonus isn't being removed when the status condition ends (presumably because the server isn't refreshing the player's range because there's no reason to). How can I force the server to refresh this when the status ends? I noticed there's an unused SCB_RANGE bonus in the status.c file, so maybe I could use that? I'd appreciate some light on this. Thanks in advance.
  4. Basically, I've changed Provoke to apply a custom status to monsters, SC_MOBPROVOKE. I'm aiming for a behavior like this: If the monster already has SC_MOBPROVOKE { If the current duration of SC_MOBPROVOKE is below 6 seconds - APPLY MOBPROVOKE //This means that, if the current duration is over 6 seconds, MOBPROVOKE is not reapplied. } else { APPLY MOBPROVOKE } Basically, the idea is that the status is only applied if the target does not have the status yet, or if the current duration of the status is below 6 seconds. My code looks like this, on skill.c: if (dstmd->sc.data[SC_MOBPROVOKE]){ printf ("timer: %d\n",dstmd->sc.data[SC_MOBPROVOKE]->timer); if (dstmd->sc.data[SC_MOBPROVOKE]->timer < skill_get_time2(skill_id,2)/2) //this equals 6000 sc_start(src,bl,SC_MOBPROVOKE,100,1,skill_get_time2(skill_id,2)/2); ) else { sc_start(src,bl,SC_MOBPROVOKE,100,1,skill_get_time2(skill_id,2)/2); } However, what's happening is that, no matter the duration of the status, dstmd->sc.data[SC_MOBPROVOKE]->timer is returning a very low value (around 25-40). As far as I can tell, this value isn't even correlated to the duration of the skill. Is there another way I should be using to get the current duration of the status condition?
  5. I've been working on a custom instance, and I use a while loop to keep spawning monsters at certain positions while the boss fight is ongoing. Basically, the code looks like this: while ('alive){ <stuff to spawn monsters> sleep 45000; } end; It's working fine, and if I defeat the boss and leave the instance everything is perfect. However, if the instance is destroyed while the boss is still alive (such as by timeout or by players disbanding their party), the Map Server returns a RID error (player not attached), as per the screenshot below: Does anyone know how I could stop this from happening? It doesn't affect gameplay at all, but I'd hate having these erros clogging up the console every time someone fails the instance at the boss fight. I've tried using OnInstanceDestroy to disable the NPCs which are running these scripts, but it doesn't solve the issue. I also tried leaving everything inside the while loop blank except for the sleep command, so I know the mistake isn't on the script to spawn monsters but on the "while" itself. I also checked if there's a player attached while the script is running and there isn't, which is why it strikes me as weird that the game would start complaining about that once the instance is destroyed.
  6. This is exactly what I needed. Could you make the diff file available? I'd like to patch the window with my custom server name.
  7. I'll do that. Thanks! Do you happen to know the name of the specific files I'm looking for, or even what the compare items window looks like? I've never seen it working.
  8. After a lot of work I managed to get the system to work on the newest rAthena, but for some reason it doesn't give me the achievement when I fulfill the conditions, only if I add it manually using the @command. Does anyone know a way around this? I appreciate the help.
  9. When I open my inventory window, there´s a check box that says "compare items". If it's on, I keep getting crashes when I right click on items. Is there any way to either make it work correctly or disable this feature permanently WITHOUT updating kRO? I know the help topic suggests this, but I run my server using bRO, not kRO. Is there any file from kRO I can get to prevent this error? I'm using 2013-08-07aRagexe.
  10. You can try to edit the colorchip.bmp file. It's located on \data\texture\À¯ÀúÀÎÅÍÆäÀ̽º
  11. I'm trying to make the damage of the skill Magnum Break be divided among all targets. However, even though I changed the properties in skill_db, this isn't happening. From what I've tested, the division only works with magic and misc type skills, not weapon type. Does anyone know how I can change this? This is what the skill_db.txt looks like: 7,0,6,4,3,0x6,2,10,1,no,0,0,0,weapon,2,0x0, SM_MAGNUM,Magnum Break
  12. Same problem. The animation plays, the SP is spent, but the skill does no damage and the map server returns an error. This time the error is different though: [Warning] skill_castend_nodamage_id: Unknown skill used: 5. The only way I can get it to work is by making it a Single Target skill that splashes to nearby targets (sort of like Crimson Rock), but that's really not what I wanted. EDIT: I solved the problem. Had to go into skill.c and copy the parameters of a skill similar to what I wanted to make (RK_WINDCUTTER).
  13. I'm trying to turn the Swordsman skill Bash into a Splash skill. I edited the skill_db.txt file so that it looks like this: 5,-1,6,2,-1,0x2,2,10,1,no,0,0,0,weapon,0,0x0, SM_BASH,Bash So it would be an area skill that you use on the ground (5x5 area) with the range of your currently equipped weapon. However, when I use the skill in game, it does no damage to mobs, and this error appears on the map server: [Warning] skill_castend_pos2: Unknown skill used: 5. Does anyone know how I can fix this?
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