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Showing content with the highest reputation on 07/10/21 in all areas

  1. I'm back a ready to start my new journey with everyone who going to come with me.
    1 point
  2. The first part I didn't look yet. For the second part I think you need to replace the `announce` keyword with the `mapannounce` keyword.
    1 point
  3. The code syntax that you provided is wrong getmapflag("<map name>",<flag>) || getmapflag("<map name>",<flag>) || getmapflag("<map name>",<flag>) not getmapflag("<map name>",<flag> || getmapflag("<map name>",<flag> || getmapflag("<map name>",<flag>)))
    1 point
  4. isn't it you can just follow the example you give above, if you want it to work on gvg use mf_gvg, as for woe can use mf_gvg_castle for specific, or compare map name with g_cas like in woe controller script and for koe you need custom mapflag like mf_koe as condition and same other too, I can said this is strange question.
    1 point
  5. Well this isnt compatible with my TRUNK. But @Scylla was able to help me with it. Thank you so much bro! if somebody have this on your battle.c if (flag & BF_SHORT) {//Bounces back part of the damage. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; rdamage = i64max(rdamage,1); } else if( status_reflect && sc && sc->count ) { change it to if (flag & BF_SHORT) {//Bounces back part of the damage. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return) { rdamage = i64max(rdamage,-1); } else if ( (status_reflect) && sd && sd->bonus.short_weapon_damage_return) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; rdamage = i64max(rdamage,1); } if( status_reflect && sc && sc->count ) { voila!!!
    1 point
  6. I've finally solved it. battle.cpp: if (flag & BF_SHORT) {//Bounces back part of the damage. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; rdamage = i64max(rdamage,1); } else if( status_reflect && sc && sc->count ) { to if (flag & BF_SHORT) {//Bounces back part of the damage. if ( (skill_get_inf2(skill_id)&INF2_TRAP || !status_reflect) && sd && sd->bonus.short_weapon_damage_return) { rdamage = i64max(rdamage,-1); } else if ( (status_reflect) && sd && sd->bonus.short_weapon_damage_return) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; rdamage = i64max(rdamage,1); } if( status_reflect && sc && sc->count ) { Thanks a lot to @Wazaby for assisting me with this. EDIT: You may just add this line on else if, if you want trap to reflect skill_get_inf2(skill_id)&INF2_TRAP EDIT 2: Just to update to my fix, for those people using bLongWeaponDamageReturn: in battle.cpp Find: if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) { rdamage += damage * sd->bonus.long_weapon_damage_return / 100; rdamage = i64max(rdamage, 1); } } to: if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) { rdamage = i64max(rdamage,-1); } else if (status_reflect && sd && sd->bonus.long_weapon_damage_return) { rdamage += damage * sd->bonus.long_weapon_damage_return / 100; rdamage = i64max(rdamage, 1); }
    1 point
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