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Bringer

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Everything posted by Bringer

  1. BUMP Please Help skill.c:21173: warning: conflicting typesfor ‘DOTASWAPfu’ skill.c:6306: warning: previous implicit declaration of ‘DOTASWAPfu’ was here case DOTASWAP: DOTASWAPfu(src,bl); clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; void DOTASWAPfu (struct block_list *src, struct block_list *bl){ int x=0, y=0; x=src->x; y=src->y; unit_movepos(src, bl->x, bl->y, 1, 1); clif_slide(src,bl->x,bl->y); unit_movepos(bl, x, y, 1, 1); clif_slide(bl,x,y); clif_specialeffect(bl,34,AREA); clif_specialeffect(src,34,AREA); return; }
  2. Hello Emistry the Problem is when i reset my skill the skill is gone i adopt the gympass script to make a new npc but only 1 need book T_T may i request to make like this BUT upgradeable to Lvl 4 and need the 4book 's inorder & ONLY HIGH PRIEST CAN QUEST THIS SKILL prontera,168,204,5 script Skill Master 630,{ mes "[ Skill Master ]"; mes "I'd say that it'd be safe"; mes "for you to seriously train"; mes "with me and increase your"; mes "Open Celestial Gate ^FF00004 times^000000."; mes "So... Are you ready to sweat?"; next; switch(select("Yes:No:")) { case 1: if (opencelestialgate < 4) { set .@add_carry,opencelestialgate + 1; set .@remain_carry,4 - .@add_carry; if (countitem(21218) > 0) { mes "[ Skill Master ]"; mes "Oh, awesome, I see you"; mes "brought your Open Celestial Gate."; mes "Alright, just do what I do,"; mes "and try to feel the burn."; mes "Ready? Let's do this."; next; specialeffect2 EF_EARTHSPIKE; next; specialeffect2 EF_DEVIL; next; specialeffect2 EF_COIN; next; specialeffect2 EF_SIGHTRASHER; next; mes "[ Skill Master ]"; mes "There, you should be able"; mes "to use your Open Celestial Gate"; mes "^FF00000" + .@remain_carry + "^000000 more times if we continue"; delitem 21218,1; //Max_Weight_Up_Scroll set opencelestialgate,.@add_carry; skill "NPC_AUTOATTACK",.@add_carry,SKILL_PERM_GRANT; close; } else { mes "[ Skill Master ]"; mes "Dude, what'd I tell you?"; mes "You gotta bring me your"; mes "^FF0000Open Celestial Gate^000000 if you wanna"; mes "Want to Upgrade it"; close; } } case 2: mes "[ Skill Master ]"; mes "Aw, that's too bad."; mes "Well, come back if you"; mes "change your mind. Tell"; mes "your friends about me:"; close; case 3: if (opencelestialgate > 0) { mes "[ Skill Master ]"; mes "What happened?"; mes "You let your item"; mes "for you, there's such a thing"; mes "as memory. It's won't take"; mes "as long to build 'em back up..."; next; specialeffect2 EF_EARTHSPIKE; next; specialeffect2 EF_DEVIL; next; specialeffect2 EF_COIN; next; specialeffect2 EF_SIGHTRASHER; next; mes "[ Skill Master ]"; mes "How about that?"; mes "Your item carrying"; mes "just like that! Try not to"; mes "wimp out again, okay?"; skill "NPC_AUTOATTACK",opencelestialgate,SKILL_PERM_GRANT; close; } else { mes "[ Skill Master ]"; mes "Uhh..."; mes "We didn't work out"; mes "together before."; mes "I'm sure about that."; close; } } }
  3. i got error skill.c:21173: warning: conflicting typesfor ‘DOTASWAPfu’ skill.c:6306: warning: previous implicit declaration of ‘DOTASWAPfu’ was here case DOTASWAP: DOTASWAPfu(src,bl); clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; void DOTASWAPfu (struct block_list *src, struct block_list *bl) { int x=0, y=0; x=src->x; y=src->y; unit_movepos(src, bl->x, bl->y, 1, 1); clif_slide(src,bl->x,bl->y); unit_movepos(bl, x, y, 1, 1); clif_slide(bl,x,y); clif_specialeffect(bl,34,AREA); clif_specialeffect(src,34,AREA); return; }
  4. Sorry for That but i'm Requeting for Custom Skill Like that on the Video
  5. Thanks For This
  6. i got error when recompile anyone help me? skill.c:21173: warning: conflicting typesfor ‘DOTASWAPfu’ skill.c:6306: warning: previous implicit declaration of ‘DOTASWAPfu’ was here case DOTASWAP: DOTASWAPfu(src,bl); clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; void DOTASWAPfu (struct block_list *src, struct block_list *bl){ int x=0, y=0; x=src->x; y=src->y; unit_movepos(src, bl->x, bl->y, 1, 1); clif_slide(src,bl->x,bl->y); unit_movepos(bl, x, y, 1, 1); clif_slide(bl,x,y); clif_specialeffect(bl,34,AREA); clif_specialeffect(src,34,AREA); return; }
  7. Hello rathena i have Custom skill but i want requesting for Quest Skill NPC BUT Need item The Skill is upgradeable to Lvl 4 Requirements: 1x 21218#Level 1# 21219#Level 2# 21220#Level 3# 21221#Level 1# You Need to Leve The Books inorder anyone?
  8. mine have relfect
  9. bump
  10. if ( sc->data[SC_REFLECTSHIELD] ) { // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) rdamage = 0; else { rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100; if (rdamage < 1) rdamage = 1; } } if (sc->data[SC_DEATHBOUND] && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUS_IMMUNE)) { if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) { int64 rd1 = 0; rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SKILL); skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), 0); status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER); rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech] } } if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ){ rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100; if (rdamage < 1) rdamage = 1; } } } i already Remove the WS_CARTTERMINATION But Still Reflect
  11. can you help me?
  12. Max Level : 1 Type : Active Target : Player/Emperium Effect : Swaps location with target unit. SAMPLE VIDEO
  13. Screen shot want to revert this setting by droping the items on the floor even my inventory is FULL
  14. Bringer

    Vip System

    i did but some of script not compti on latest rathena even the sql script
  15. how to make like ? "Lv 1 - Summons 2 Monsters (LK + Prof)", "Lv 2 - Summons 3 Monsters (LK + Prof + Sniper)", "Lv 3 - Summons 4 Monsters (LK + Prof + Sniper + Stalker)", "Lv 4 - Summons 5 Monsters (LK + Prof + Sniper + Stalker + Creator)", "Lv 5 - Summons 6 Monsters (LK + Prof + Sniper + Stalker + Creator + Champion)",
  16. BUMP
  17. Bringer

    Vip System

    i want script to buy th vip acocunt heh
  18. Bringer

    Vip System

    anyone have a Script VIP account system? Base EXP: +50% Job Exp: +50% Hourly Reward: +50% No Death Penalty 85% HP and SP restoration when respawn (4,000 Pvp Points – 7 Days Premium) (7,000 PvP Points – 14 Days Premium) (10,000 PvP Points – 30 Days Premium
  19. what next if i extract it
  20. how to add buffs icon of Bragi and Apple idun?
  21. itested still better my version hehe Pm Send compare your code on my code check what is better
  22. Working 99% But the Problem is Knockback issue Can anyone How to Remove the Knockback Problem ? #ifndef RENEWAL case NJ_ISSEN: #endif case MO_EXTREMITYFIST: { //struct block_list *mbl = bl; // For NJ_ISSEN //short x, y, i = 2; // Move 2 cells (From target) //short dir = map_calc_dir(src,bl->x,bl->y); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if (skill_id == MO_EXTREMITYFIST) { status_set_sp(src, 0, 0); status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv)); #endif } else { status_set_hp(src, 1, 0); status_change_end(src, SC_NEN, INVALID_TIMER); status_change_end(src, SC_HIDING, INVALID_TIMER); } //Client expects you to move to target regardless of distance //{ struct unit_data *ud = unit_bl2ud(src); short dx,dy; int i,speed; i = skill_id == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura dx = bl->x - src->x; dy = bl->y - src->y; if (dx < 0) dx-=i; else if (dx > 0) dx+=i; if (dy < 0) dy-=i; else if (dy > 0) dy+=i; if (!dx && !dy) dy++; if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS)) { dx = bl->x; dy = bl->y; } else { dx = src->x + dx; dy = src->y + dy; } if(unit_walktoxy(src, dx, dy, 2) && ud) { //Increase can't walk delay to not alter your walk path ud->canmove_tick = tick; speed = status_get_speed(src); for (i = 0; i < ud->walkpath.path_len; i ++) { if(ud->walkpath.path[i]&1) ud->canmove_tick+=7*speed/5; else ud->canmove_tick+=speed; } } } break;
  23. case AM_SPHEREMINE: case AM_CANNIBALIZE: { int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER }; int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1]; int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; struct mob_data *md; // Correct info, don't change any of this! [celest] md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai); if (md) { md->master_id = src->id; md->special_state.ai = (enum mob_ai)ai; if( md->deletetimer != INVALID_TIMER ) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0); mob_spawn (md); //Now it is ready for spawning. } } break; case AM_CANNIBALIZE: case AM_SPHEREMINE: { int c=0; int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA }; int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv); int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE; if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); if(c >= maxcount || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) { //Fails when: exceed max limit. There are other plant types already out. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } } break; } i want to change it Per Level There will 2 monster Monster will Increase by Level
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