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Scylla

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Posts posted by Scylla

  1. Good days Madam/s and Sir/s

     

    im just having a little problem with my item script..

     

    { bonus bInt,1; bonus bMatk,10; },{},{}

     

    it do effect int+1 but however MATK+10 doesnt do

     

    i cant see any problem with this script?

     

    do i  have any file have to configure??

     

    sorry newbie here

     

     

    More Powers Rathena

     

    That { bonus bMatk,10; } only adds a plain MATK + 10. [Example: I have 1000 MATK. Then it will only add +10 MATK = 1010 MATK]

     

    If you want it to become MATK + 10%, then:

     

    { bonus bInt,1; bonus bMatkRate,10; },{},{}
    
  2.  

    animations are in grf file(data.grf)

     

    I'm not asking on where are the files of the skill animations. I'm asking on where on the src folder are the source codes of the skill animations so i can set another skill animation to Holy Light skill.

    on texture/effect i think

     

    I already found it. Thanks!

  3. animations are in grf file(data.grf)

     

    I'm not asking on where are the files of the skill animations. I'm asking on where on the src folder are the source codes of the skill animations so i can set another skill animation to Holy Light skill.

  4. yup where your skill

     

    Yeah i did it! Thanks! Last more question, what about when i hit the enemy, the skill animation will come out on him.

    (Like for example on fire bolt skill, when you casted it on the target, the fire bolt animation skill comes out at the target)

  5. you can done by source or via lua

    lua

    goto skilleffectinfo/

    then just add there

     

    Yeah thanks for the guide bro!

     

    EDIT: But on src, where to put in there? Just tell me where and i'll be the one to figure it out. Thanks!

  6. In pc.c you may need to add to this line to allow the bullets to give their element (holy bullets for example)....

     

    	case SP_ATKELE:
    		if(val >= ELE_MAX) {
    			ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
    			break;
    		}
    		switch (sd->state.lr_flag)
    		{
    		case 2:
    			switch (sd->status.weapon) {
    				case W_BOW:
    				case W_REVOLVER:
    				case W_RIFLE:
    				case W_GATLING:
    				case W_SHOTGUN:
    				case W_GRENADE:
    					//Become weapon element.
    					status->rhw.ele=val;
    					break;
    				default: //Become arrow element.
    					sd->arrow_ele=val;
    					break;
    			}
    			break;
    		case 1:
    			status->lhw.ele=val;
    			break;
    		default:
    			status->rhw.ele=val;
    			break;
    		}
    		break;
    

     

     

    Their's also a SP_ATTACKRANGE you might need to add to as well. Also search around in the battle.c file for something like W_REVOLVER and youll find the spots where youll need to add your custom weapon mask to require bullets. Also I don't know if this is required, but be sure to check your job_db.txt to see if you need to add a new column for setting the attack speed for duel welding revolvers. What exactly do you mean by they attack like assassins?

     

    Thank rytech! I mean they attack assassins like if you have a sin with dual dagger on it, it has a chance to have that 4x attack in a row right? That one.

     

    EDIT: Oh nevermind, It's because of the Chain Action skill which causes it. Anyway the bullet requirement still don't work. I added W_DOUBLE_GU on those spots that require bullets but still if i equip the 2 revolvers together, it still doesn't consume bullets. It only consumes if i equip only one revolver (Either if i equip it on left hand or right hand as long as i only equip one)

  7. Yeah i successfully made a Dual-Wielding gunslinger but the problem is, It attacks like a dual dagger sin. And if i equipped the two revolvers together, bullets is not required anymore. Anyone can help me o how to require bullets when it's also equipped with 2 guns?
     
    Here's what i've edited:
     

    on pc.h

    enum weapon_type {
    	W_FIST,	//Bare hands
    	W_DAGGER,	//1
    	W_1HSWORD,	//2
    	W_2HSWORD,	//3
    	W_1HSPEAR,	//4
    	W_2HSPEAR,	//5
    	W_1HAXE,	//6
    	W_2HAXE,	//7
    	W_MACE,	//8
    	W_2HMACE,	//9 (unused)
    	W_STAFF,	//10
    	W_BOW,	//11
    	W_KNUCKLE,	//12	
    	W_MUSICAL,	//13
    	W_WHIP,	//14
    	W_BOOK,	//15
    	W_KATAR,	//16
    	W_REVOLVER,	//17
    	W_RIFLE,	//18
    	W_GATLING,	//19
    	W_SHOTGUN,	//20
    	W_GRENADE,	//21
    	W_HUUMA,	//22
    	W_2HSTAFF,	//23
    	MAX_WEAPON_TYPE,
    	// dual-wield constants
    	W_DOUBLE_DD, // 2 daggers
    	W_DOUBLE_SS, // 2 swords
    	W_DOUBLE_AA, // 2 axes
    	W_DOUBLE_DS, // dagger + sword
    	W_DOUBLE_DA, // dagger + axe
    	W_DOUBLE_SA, // sword + axe
    	W_DOUBLE_GU, // 2 guns
    

    I added W_DOUBLE_GU, // 2 guns

     


    on pc.c

    int pc_equippoint(struct map_session_data *sd,int n)
    {
    	int ep = 0;
    
    	nullpo_ret(sd);
    
    	if(!sd->inventory_data[n])
    		return 0;
    
    	if (!itemdb_isequip2(sd->inventory_data[n]))
    		return 0; //Not equippable by players.
    	
    	ep = sd->inventory_data[n]->equip;
    	if(sd->inventory_data[n]->look == W_DAGGER	||
    		sd->inventory_data[n]->look == W_1HSWORD ||
    		sd->inventory_data[n]->look == W_1HAXE ||
    		sd->inventory_data[n]->look == W_REVOLVER)	{
    		if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
    			return EQP_ARMS;
    	}
    	return ep;
    

    In here i added (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)

     

    and again on pc.c

    	// dual-wield
    	sd->status.weapon = 0;
    	switch (sd->weapontype1){
    	case W_DAGGER:
    		switch (sd->weapontype2) {
    		case W_DAGGER:  sd->status.weapon = W_DOUBLE_DD; break;
    		case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
    		case W_1HAXE:   sd->status.weapon = W_DOUBLE_DA; break;
    		}
    		break;
    	case W_1HSWORD:
    		switch (sd->weapontype2) {
    		case W_DAGGER:  sd->status.weapon = W_DOUBLE_DS; break;
    		case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
    		case W_1HAXE:   sd->status.weapon = W_DOUBLE_SA; break;
    		}
    		break;
    	case W_1HAXE:
    		switch (sd->weapontype2) {
    		case W_DAGGER:  sd->status.weapon = W_DOUBLE_DA; break;
    		case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
    		case W_1HAXE:   sd->status.weapon = W_DOUBLE_AA; break;
    		}
    		break;
    	case W_REVOLVER:
    		switch (sd->weapontype2) {
    		case W_REVOLVER: sd->status.weapon = W_DOUBLE_GU; break;
    		}
    		
    	}
    

    And here i added case W_REVOLVER:

            switch (sd->weapontype2) {
            case W_REVOLVER: sd->status.weapon = W_DOUBLE_GU; break;

     

  8. Guys, paano ba mag lagay ng animation sa skill doon sa src?

     

    Example natin yung Bash at Endure

     

    Pag nag cast ka ng Bash diba attack sprite ginagamit ng Swordman sprite?

     

    Tapos pag nag cast ka naman ng endure cast sprite naman ginagamit ng Swordman sprite.

     

    Alam niyo ba kung saan ilalagay yun sa src? Thanks!

  9. The bar itself doesn't have an image, but the whole login box does. If you are trying to change the color of the type box you will have to edit colorchip.bmp located in À¯ÀúÀÎÅÍÆäÀ̽º folder.

     

    If you are trying to edit the whole box, the images are in À¯ÀúÀÎÅÍÆäÀ̽º/Login_Interface folder.

    Thank you very much adel!

     

    But wait, How does this colorchip.bmp work? I've tried to change the color and yet it did not change.

     

    Oh nevermind, i got it! Thanks again!

     

    EDIT: Well still the color did not change. I did know how colorchip.bmp works but the color of the type box is not in there.

  10. Hello, can i ask on where i can change the bar on where you'll gonna type your username and password? I can't find it on the textures.

     

    EDIT:

    Image: Untitled_zps20110736.jpg

     

    I looked everything on the texture folder and i can't see that image (the bar image)

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