Bringer

Members
  • Content Count

    625
  • Avg. Content Per Day

    0
  • Joined

  • Last visited

Community Reputation

28 Excellent

7 Followers

About Bringer

  • Rank
    Bringer

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

2,713 profile views
  1. i aready changed the slide animation is working fine im talking about the knockback here sample of Final Strike with knockback https://youtu.be/JGkJupv-1lM here video of asura https://youtu.be/DJ6XIAzN9Wg
  2. Asura Strike visual bug. Slide RO clients have it for a long time now, 2010-07-30 and older. SAMPLE VIDEO https://www.youtube.com/watch?v=O9qPrSV349A But on higher client version bugs were fixed. is there a way to revert this effect ? @Functor can you help me about this
  3. what about for asura strike ? i fully disable all cast delay from Dangerous Soul Collect Critical Explosion Asura Strike
  4. sorry i mean the timer not the point timer will continue even they change char
  5. is this hourly reward base or char or account? like when they change char timer will counting
  6. Try this https://drive.google.com/file/d/1dxP-m4X1Ydf31zB1iW5bmTXQgIjBdr1k/view
  7. Bringer

    Old FCP Behavior

    Skill.cpp case AM_CP_WEAPON: case AM_CP_SHIELD: case AM_CP_ARMOR: case AM_CP_HELM: { unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; if( sd && ( bl->type != BL_PC /*|| ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 )*/ ) ){ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); // Don't consume item requirements return 0; } status_change_end(bl, type, INVALID_TIMER); clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); } break; // Full Chemical Protection case CR_FULLPROTECTION: { unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv); for (i_eqp = 0; i_eqp < 4; i_eqp++) { if( bl->type != BL_PC /*|| ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 )*/ ) continue; status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER); status_change_end(bl, (sc_type)(SC_STRIPHELM + i), INVALID_TIMER); status_change_end(bl, (sc_type)(SC_STRIPSHIELD + i), INVALID_TIMER); status_change_end(bl, (sc_type)(SC_STRIPARMOR + i), INVALID_TIMER); sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime); s++; } if( sd && !s ){ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); // Don't consume item requirements return 0; } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break;