Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/19/22 in all areas

  1. copy thanks, was in a hurry i didnt really check what i wrote xD
    1 point
  2. close; end; @Pride The end; is not needed here because close; also does end;. If using close2; you would need an end;. There is also close3; which removes cutin and then does end;. Also just a personal thing but using the TAB key to space things out helps a lot for readability.
    1 point
  3. Try the source in status.cpp search for EFST_KAITE and remove it just: set_sc( SL_KAITE , SC_KAITE , EFST_BLANK , SCB_NONE );
    1 point
  4. in int skill_unit_move_sub(struct block_list* bl, va_list ap) search for: //bool dissonance; //dissonance = skill_dance_switch(unit, 0); if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411 { //Non-dualmode unit skills with a timer don't trigger when walking, so just return if( dissonance ) { skill_dance_switch(unit, 1); skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update } return 0; } insert: if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411 { //Non-dualmode unit skills with a timer don't trigger when walking, so just return if( dissonance ) skill_dance_switch(unit, 1); return 0; } or: if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411 { //Non-dualmode unit skills with a timer don't trigger when walking, so just return // if( dissonance ) { // skill_dance_switch(unit, 1); // skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update // } return 0; }
    1 point
  5. prontera,237,81,5 script Performer 479,3,3,{ end; OnTouch: if( .sbragi < gettimetick(2) ){ // triggered within area 7x7, start bragi if not on delay unitskilluseid getnpcid(0),321,10; // bragi(321) level 10 set .sbragi,gettimetick(2) + 180; // delay 3 minute for npc to cast song } end; OnInit: setunitdata getnpcid(0),UNPC_INT,150; // set npc INT 150 setunitdata getnpcid(0),UNPC_DEX,150; // set NPC DEX 150 end; }
    1 point
  6. Status.cpp case SC_PARRYING: - val2 = 20 + val1*3; // Block Chance + if (sd && sd->weapontype1 == W_1HSWORD) + val2 = val1 * 3; + else + val2 = 20 + val1*3; // Block Chance break; Skill.cpp /*========================================== * Does delay reductions based on dex/agi, sc data, item bonuses, ... *------------------------------------------*/ if (sc && sc->data[SC_SPIRIT]) { + if(sc->data[SC_SPIRIT]->val2 == SL_KNIGHT) + time /= 9; switch (skill_id) { case CR_SHIELDBOOMERANG: if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) time /= 2; break; case AS_SONICBLOW: if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) time /= 2; break; } } Spear Boomerang Increase (200*SkillLV)% case KN_SPEARBOOMERANG: skillratio += 50 * skill_lv; if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_KNIGHT) skillratio += 200 * skill_lv; break;
    1 point
  7. Well here's a npc I made a few weeks back Lunette,44,113,5 script SG Resetter 644,{ cutin "arang01",2; mes "[sG Resetter]"; mes "What do you wish to reset?"; menu "Reset Feeling",feeling,"Reset Hatred",hatred; feeling: atcommand "@feelreset"; mes "Done."; close2; cutin "",255; end; hatred: set PC_HATE_MOB_MOON, 0; set PC_HATE_MOB_STAR, 0; set PC_HATE_MOB_SUN, 0; mes "Done."; next; mes "[sG Resetter]"; mes "Hatred will be reset upon relogging."; mes "Do you wish to relog now?"; menu "Relog now",relog,"Later",later; relog: atcommand "@kick "+strcharinfo(0); end; later: next; mes "[sG Resetter]"; mes "Ok then, but don't forget changes won't take effect until you relog."; close2; cutin "",255; end; }
    1 point
×
×
  • Create New...