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_Terra

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Posts posted by _Terra

  1. 40 minutes ago, aleph075 said:

    1) Help here

    // Skills that bHealPower has effect on
    // 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun,
    // 32: Coluceo Heal, 64: Highness Heal, 128: Mediale Votum, 256: Dilectio Heal
    skill_add_heal_rate: 487 <--- default

     

    This is on the skill.config archive and do not know how to add varius skills. The 487 is the default numer, but... if i wanna add heals and sanctuary.... how i add both of them? 

    Just:  skill_add_heal_rate: 24487 ??? Dunno 

    2) Is editable the penalty EXP by difference level between mob and user?? Where? 

     



     

    You can add a skill in pc.cpp (src/map/pc.cpp)

     

    int pc_skillheal_bonus(map_session_data *sd, uint16 skill_id) {
        int bonus = sd->bonus.add_heal_rate;
    
        nullpo_ret(sd);
    
        skill_id = skill_dummy2skill_id(skill_id);
    
        if( bonus ) {
            switch( skill_id ) {
                case AL_HEAL:           if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break;
                case PR_SANCTUARY:      if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break;
                case AM_POTIONPITCHER:  if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break;
                case CR_SLIMPITCHER:    if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break;
                case BA_APPLEIDUN:      if( !(battle_config.skill_add_heal_rate&16)) bonus = 0; break;
                case AB_CHEAL:          if (!(battle_config.skill_add_heal_rate & 32)) bonus = 0; break;
                case AB_HIGHNESSHEAL:   if (!(battle_config.skill_add_heal_rate & 64)) bonus = 0; break;
                case CD_MEDIALE_VOTUM:  if (!(battle_config.skill_add_heal_rate & 128)) bonus = 0; break;
                case CD_DILECTIO_HEAL:  if (!(battle_config.skill_add_heal_rate & 256)) bonus = 0; break;
            }
        }
    
        for (auto &it : sd->skillheal) {
            if (it.id == skill_id) {
                bonus += it.val;
                break;
            }
        }
    
        return bonus;
    }

    skill_add_heal_rate: 487 <--- means skill number designed, 1 = Heal Skill, 2 = Sanctuary Skill, etc so 487 means Heal + Sanctuary + Potion Pitcher + Cheal + highness heal + mediale + dialectio

    • Upvote 1
  2. 21 minutes ago, aleph075 said:

    Me acordé que hablas español. La pregunta es si simplemente copiando el archivo en la carpeta correspondiente ya empieza a funcionar. O si hay que encriptar o compilar o algo.... Supongo que compilar "rAthena.sln", minimamente

    Todo lo que tenga que ver con client side no se toca con el emulador, en este caso es client side y no tienes que compilar nada.

    • Upvote 1
  3. 3 hours ago, IsabelaFernandez said:

    So, by default 5, if you have Bash lvl 10 you will have an equivalent 50% chance of causing the stun effect? and if I change it to 10 will it be 100%? Thanks in advance

    5 means 5% stun chance and stun chance start at level 6 so when you have bash level 10 you have 25% then if you put 10 stun will increase 10% per level (50% at level 10).

  4.     case SM_BASH:
            if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
                //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
                status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
                    skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
            }
            break;

    Stun % starts at level 6 so in this line:  status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,

    on skill_lv-5 means 5% when you have bash lvl 6, if lvl 7 bash stun chance increases to 10%...

    and base_level has a aditional chance to stun.

    So you need change skill_lv-5 to skill_lv-10 that means every level you have 10% aditional chance.

  5.   - Id: 40024
        AegisName: Stone Blade
        Name: Stone Blade
        Type: Weapon
        SubType: Dagger
        Weight: 600
        Attack: 73
        Range: 1
        Jobs:
          Alchemist: true
          Archer: true
          Assassin: true
          BardDancer: true
          Blacksmith: true
          Crusader: true
          Hunter: true
          Knight: true
          Mage: true
          Merchant: true
          Ninja: true
          Novice: true
          Rogue: true
          Sage: true
          SoulLinker: true
          SuperNovice: true
          Swordman: true
          Thief: true
          Wizard: true
        Locations:
          Right_Hand: true
        WeaponLevel: 1
        EquipLevelMin: 1
        Trade:
          NoDrop: true
          NoTrade: true
          NoSell: true
          NoCart: true
          NoGuildStorage: true
          NoMail: true
          NoAuction: true
          NoStorage: true


    Trade had extra spaces. 

    If you're using notepad++ you can activate show symbol

    It can activate in view window > show symbol > show white space and tab

    • Upvote 1
  6. 11 hours ago, Dolphin86 said:

    i just edited a custom tree sprites, but somehow it can only be view in full in max zoom out, when zoom in only half of 1/3 of the tree missing, can someone guide me how to fix this please ? 

    Thanks !

    Zoom Out

      Hide contents

    1.thumb.png.a2b150cf205fceb67693f0ed4015d827.png

    zoom in :

      Hide contents

    2.thumb.png.aadd68d9d5baac6cd0b324854d202bd7.png

     Act :

      Hide contents

    3.thumb.png.5e8cfee82e06c218068b4928751346cf.png

     

     

    Lift your sprite a little bit on X like 1 or 2

  7. 18 hours ago, joyy95 said:

    Seems like create clone use for max body 2 right? Thanks!!!

    You can increase in conf/battle/client.conf

    max_body_style: 1 <<< switch to 2

    If you want to use third job sprites on second job class you need rename third job sprite file like you have a Royal Guard sprite in that folder °¡µå_³²_2 you need rename to Æȶóµò_³²

  8. You want use 3rd job japanese sprites on second trans job?

    First you need put these sprites in sprite/Àΰ£Á·/¸öÅë/³²/costume_2  don't put directly these sprites you need rename it before.

    For example you need rename MECHANIC_SPRITE_³² to È­ÀÌÆ®½º¹Ì½º_³²_2 so your Whitesmith will able to use that sprite.

    And in your item script put this:
     

        EquipScript: |
          setlook LOOK_BODY2,2;
        UnEquipScript: |
          setlook LOOK_BODY2,0;

     

  9. 16 hours ago, Echoes said:

    Hello rAthena,

    My problem of today consist of the next:
    image.png.e3618a773494b5d697105d6861589e16.png
    Encoded as ANSI in .txt file

    There are hangul characters on the text of my scripts/chat/names such as on the example above, the correct sentence would be "¿En qué te puedo ayudar?" which means "How may I help you?" in English.
    This problem occurs when I change my langtype to 0, since I need it to be 0 to some other text to work properly.

    So, after some testing I noted a diff option on WARP, it being
    image.png.03085be24396945aa53cd1901a524f1f.png
    in which I set it to ANSI to let my words be words again (supposed to) but I haven't got any luck on that, yet.

     

    I request help on the matter without the option of changing langtypes 🙂

    Help please, thanks!

    Try using langtype 1 and uncheck customize font charset.

    I'm using langtype 1 and works fine

    image.png.8634aa8068172d0aaf08fc7becc1b111.png

  10. doc/script_commands.txt

     

    *ignoretimeout <flag>{,<char_id>};
    
    Disables the SECURE_NPCTIMEOUT function on the character invoking the script,
    or by the given character ID/character name.
    
    Valid flag:
     0 - Enabled SECURE_NPCTIMEOUT.
     1 - Disable SECURE_NPCTIMEOUT.
    
    Note: SECURE_NPCTIMEOUT must be enabled for this to work.

     

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