Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 05/10/24 in Posts

  1. Currently there is no such status change but you could use the commented status change SC_HPREGEN and SC_SPREGEN. Uncomment them in status.hpp and in script_constants.hpp. Then you need to define it in status.yml. Then in skill_db.yml you link the skill to the status. And then in the source code at the code where the skill is executed in skill.cpp you can just start it with: sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)) "type" contains the status that is linked to the skill in skill_db.yml, if you don't define it there you could also hardcode it here. skill_get_time() means it uses Duration1 defined for the skill. And then in the regen code you can just check if the status change is active if(sc && sc->getSCE(SC_HPREGEN)) { [...] }
    1 point
  2. @ErossU need to spawn the monster at the script cuz' an instance is a clear copy of the default map. Only Npcs and mapflags copied to the instance. Instance.txt Rynbef~
    1 point
×
×
  • Create New...