Bringer
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Posts posted by Bringer
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hello can i need stats seller something like this
1stats for 400k
Menu is like this
As far as I know, it is not possible to buy direct stat points. You could have an NPC that sells status points, but without a serious SRC mod, there is no way for an NPC to sell you a single STR/AGI/VIT/INT/DEX/LUK because the number of status points required changes.
Regards,
~Azura Skyy
i already found it yes using statusup2
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hello can i need stats seller something like this
1stats for 400k
Menu is like this
if input the # 20 like this
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Solved
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Option Menu
the npc will give 30pcs random REQ LIKE THIS
but if you dont like the Requirements can you reset like this
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First Level (1/4) - 3 Acolytes
Second Level (2/4) - 3 High Priests
Third Level (3/4) - 3 Sniper
Fourth Level (4/4) - 3 Lord Knights
like this
anyone can make this?
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Your question is related to your old post right here http://rathena.org/board/topic/99448-about-frozen-and-luk-resistane/
yes the problem still same
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can anyone teach how to reduce storm gust and Stormy Knight Frost Status to 5-6sec?
and can be reduce by 100 luk for - 1 sec? -
Well you've succeeded in annoying me immensely. As stated in your identically vague other thread in script support. Don't waste the community's time by posting the same issue twice once here in requests and once in script support pretending like they are different requests by initially failing to provide complete details.
my apologies Sir.Luciar my other topic on Scripting Support is reward problem as you said sir
The script you provided has two NPCs that do the same exact thing. If players are always being rewarded 3 Valor Badges then the following condition is returning false:
if( $@FlaviusBG1_Victory == Bat_Team )Since you haven't provided the rest of the script there's no way of us knowing why the statement above is always false.
Since you haven't provided the rest of the script there's no way of us knowing why the statement above is always false.
my bad not checking my reply on my other topic im really sorry for that
my answer is yes to your first question... on ur 2nd question.. i already have the script, but can u please healp me modify it... thanks in advance.Are you only asking for a NPC that can be opened/closed by a GM and that will warp players who choose to enroll in the event? Or are you requesting the entire Battlefield event NPC be reproduced?
Well... you'd need to provide the script you want modified to begin with.
here the script
can you modify the script the way i like it ?
1. gm can trigger the npc to open or cancel the event
2.
once you click and join the event you will be warped on the ff random map
bat_room 85 207 OR bat_room 85 223
players cant join if the event is not open
can you remove the guardian and wall on the crystall
once players die score will be update like this
once they break the crystal the event is over
reward system if the winner will get 20pcs Event Token : id #31455 Loser only get 10pcs
Sir Luciar Im Really Really Sorry if get mad on me i hope you or anyone can help me
thanks in advance
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this is working ? i try but type @reward 1 Player why not online ?
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Can u give me a Reward NPC for the Players who won in my GM-Team Event ?
ideal NPC for that
Get the Player Name
Get the Event Player won :
then
Announce " Player Name " rewarded 1tcg card for winning Event ";
Sounds Like that ?
http://rathena.org/board/files/file/3118-gm-reward-giver/
http://rathena.org/board/topic/92831-utility-reward-command/
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deleted sorry
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The script you provided has two NPCs that do the same exact thing. If players are always being rewarded 3 Valor Badges then the following condition is returning false:
if( $@FlaviusBG1_Victory == Bat_Team )
Since you haven't provided the rest of the script there's no way of us knowing why the statement above is always false.// ============================================================================== // BattleGround System - Flavius 1 // ============================================================================== // Registration NPC's // ********************************************************************* prontera,141,159,5 script Registration::Fl1R_Guillaume 418,{ end; OnInit: waitingroom "Battle Station 10 Players",11,"Flavius_BG1::OnGuillaumeJoin",1; end; OnEnterBG: set $@FlaviusBG1_id1, waitingroom2bg("bat_b01",390,10,0,"Flavius_BG1::OnGuillaumeQuit",""); end; } prontera,145,159,4 script Registration::Fl1R_Croix 414,{ end; OnInit: waitingroom "Battle Station 10 Players",11,"Flavius_BG1::OnCroixJoin",1; end; OnEnterBG: set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",10,290,1,"Flavius_BG1::OnCroixQuit",""); end; } // Battleground Engine // ********************************************************************* - script Flavius_BG1 -1,{ end; OnInit: disablenpc "Guillaume Vintenar#fl1"; disablenpc "Croix Vintenar#fl1"; disablenpc "Therapist in battle#fl11"; disablenpc "Therapist in battle#fl12"; end; OnGuillaumeQuit: OnCroixQuit: set BG_Delay_Tick, gettimetick(2) + 1200; end; OnGuillaumeJoin: OnCroixJoin: if( $@FlaviusBG1 == 0 ) donpcevent "Flavius_BG1::OnReadyCheck"; end; OnReadyCheck: if( $@FlaviusBG1 ) end; set .@Guillaume, getwaitingroomstate(0,"Fl1R_Guillaume"); set .@Croix, getwaitingroomstate(0,"Fl1R_Croix"); if( .@Guillaume < 1 || .@Croix < 1 ) { mapannounce "prontera","Team Death Match B: " + .@Guillaume + "/5, R: " + .@Croix + "/5",1,0x006400; end; } // BG Variables set $@FlaviusBG1, 1; set $@FlaviusBG1_Victory, 0; set .Guillaume_Score, 0; set .Guillaume_Loss, 0; set .Croix_Score, 0; set .Croix_Loss, 0; set .Match, 0; // Prepare NPC donpcevent "#gfl1_respawn::OnBGStart"; donpcevent "#cfl1_respawn::OnBGStart"; enablenpc "Therapist in battle#fl11"; enablenpc "Therapist in battle#fl12"; disablenpc "Guillaume Vintenar#fl1"; disablenpc "Croix Vintenar#fl1"; // Build and Warp Teams donpcevent "Fl1R_Guillaume::OnEnterBG"; donpcevent "Fl1R_Croix::OnEnterBG"; announce "Team Death Match has started!",0,0x006400; initnpctimer; // Start Match!! OnRoundStart: sleep 2000; if( $@FlaviusBG1 != 1 ) end; areapercentheal "bat_b01",382,2,397,17,100,100; areapercentheal "bat_b01",2,282,17,297,100,100; bg_warp $@FlaviusBG1_id1,"bat_b01",311,224; bg_warp $@FlaviusBG1_id2,"bat_b01",87,75; sleep 2000; if( $@FlaviusBG1 != 1 ) end; set .Match, .Match + 1; // Crystal Spawn set .Guillaume_Crystal, bg_monster($@FlaviusBG1_id1,"bat_b01",328,150,"Crystal Guillaume",1914,"Flavius_BG1::OnGuillaumeBreak"); setwall "bat_b01",327,149,2,6,0,"gui_wall1-1"; setwall "bat_b01",329,149,2,0,0,"gui_wall1-2"; setwall "bat_b01",329,151,2,2,0,"gui_wall1-3"; setwall "bat_b01",327,151,2,4,0,"gui_wall1-4"; set .Croix_Crystal, bg_monster($@FlaviusBG1_id2,"bat_b01",62,150,"Crystal Croix",1915,"Flavius_BG1::OnCroixBreak"); setwall "bat_b01",61,149,2,6,0,"cro_wall1-1"; setwall "bat_b01",63,149,2,0,0,"cro_wall1-2"; setwall "bat_b01",63,151,2,2,0,"cro_wall1-3"; setwall "bat_b01",61,151,2,4,0,"cro_wall1-4"; // Guardian Spawns bg_monster $@FlaviusBG1_id1,"bat_b01",328,160,"Guillaume Guardian",1949,"Flavius_BG1::OnGuiGuardian"; bg_monster $@FlaviusBG1_id1,"bat_b01",328,140,"Guillaume Guardian",1950,"Flavius_BG1::OnGuiGuardian"; set .Guillaume_Guardian, 2; bg_monster $@FlaviusBG1_id2,"bat_b01",62,160,"Croix Guardian",1949,"Flavius_BG1::OnCroGuardian"; bg_monster $@FlaviusBG1_id2,"bat_b01",61,140,"Croix Guardian",1950,"Flavius_BG1::OnCroGuardian"; set .Croix_Guardian, 2; // Announces mapannounce "bat_b01","Team Death Match [ " + .Match + " ] Round has begun!!",1,0x006400; end; OnRoundStop: // Remove Monsters killmonster "bat_b01","Flavius_BG1::OnGuiGuardian"; killmonster "bat_b01","Flavius_BG1::OnCroGuardian"; delwall "gui_wall1-1"; delwall "gui_wall1-2"; delwall "gui_wall1-3"; delwall "gui_wall1-4"; killmonster "bat_b01","Flavius_BG1::OnGuillaumeBreak"; delwall "cro_wall1-1"; delwall "cro_wall1-2"; delwall "cro_wall1-3"; delwall "cro_wall1-4"; killmonster "bat_b01","Flavius_BG1::OnCroixBreak"; end; OnGuiGuardian: if( set(.Guillaume_Guardian, .Guillaume_Guardian - 1) <= 0 ) { delwall "gui_wall1-1"; delwall "gui_wall1-2"; delwall "gui_wall1-3"; delwall "gui_wall1-4"; mapannounce "bat_b01","The Guillaume Crystal is vulnerable to attack!",1,0x0000FF; } end; OnCroGuardian: if( set(.Croix_Guardian, .Croix_Guardian - 1) <= 0 ) { delwall "cro_wall1-1"; delwall "cro_wall1-2"; delwall "cro_wall1-3"; delwall "cro_wall1-4"; mapannounce "bat_b01","The Croix Crystal is vulnerable to attack!",1,0xFF0000; } end; OnGuillaumeBreak: donpcevent "Flavius_BG1::OnRoundStop"; set .Guillaume_Loss, .Guillaume_Loss + 1; if( set(.Croix_Score, .Croix_Score + 1) < 2 ) { bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score; mapannounce "bat_b01","The Guillaume Crystal has been destroyed!",1,0x0000FF; donpcevent "Flavius_BG1::OnRoundStart"; } else { bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score; mapannounce "bat_b01","The Croix army has won the Team Death Match!",1,0xFF0000; set $@FlaviusBG1_Victory, 2; donpcevent "Flavius_BG1::OnMatchEnd"; } end; OnCroixBreak: donpcevent "Flavius_BG1::OnRoundStop"; set .Croix_Loss, .Croix_Loss + 1; if( set(.Guillaume_Score, .Guillaume_Score + 1) < 2 ) { bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score; mapannounce "bat_b01","The Croix Crystal has been destroyed!",1,0xFF0000; donpcevent "Flavius_BG1::OnRoundStart"; } else { bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score; mapannounce "bat_b01","The Guillaume army has won the Team Death Match!",1,0x0000FF; set $@FlaviusBG1_Victory, 1; donpcevent "Flavius_BG1::OnMatchEnd"; } end; OnTimer2400000: mapannounce "bat_b01","Battle of Flavius will ends in 5 minutes",1,0x006400; end; OnTimer2640000: mapannounce "bat_b01","Battle of Flavius will ends in 1 minute",1,0x006400; end; OnTimer2700000: if( .Croix_Score > .Guillaume_Score ) { mapannounce "bat_b01","The Croix army has won the Team Death Match!",1,0xFF0000; set $@FlaviusBG1_Victory, 2; } else if( .Croix_Score < .Guillaume_Score ) { mapannounce "bat_b01","The Guillaume army has won the Team Death Match!",1,0x0000FF; set $@FlaviusBG1_Victory, 1; } else { mapannounce "bat_b01","The Team Death Match is over. The time is out, this is a Tie",1,0x006400; set $@FlaviusBG1_Victory, 3; } OnMatchEnd: set $@FlaviusBG1, 2; stopnpctimer; donpcevent "#gfl1_respawn::OnBGStop"; donpcevent "#cfl1_respawn::OnBGStop"; disablenpc "Therapist in battle#fl11"; disablenpc "Therapist in battle#fl12"; enablenpc "Guillaume Vintenar#fl1"; enablenpc "Croix Vintenar#fl1"; sleep 2000; bg_warp $@FlaviusBG1_id1,"bat_b01",390,10; bg_warp $@FlaviusBG1_id2,"bat_b01",10,290; sleep 3000; mapannounce "bat_b01","Team Death Match will close in 1 minute!",1,0x006400; initnpctimer; end; OnTimer30000: if( $@FlaviusBG1 == 2 ) mapannounce "bat_b01","Team Death Match will close in 30 seconds!",1,0x006400; end; OnTimer50000: if( $@FlaviusBG1 == 2 ) mapannounce "bat_b01","Team Death Match will close in 10 seconds!",1,0x006400; end; OnTimer60000: if( $@FlaviusBG1 != 2 ) end; OnReset: stopnpctimer; donpcevent "Flavius_BG1::OnRoundStop"; set .Guillaume_Score, 0; set .Guillaume_Crystal, 0; set .Guillaume_Loss, 0; set .Croix_Score, 0; set .Croix_Crystal, 0; set .Croix_Loss, 0; set .Match, 0; set $@FlaviusBG1_Victory, 0; // NPC's disablenpc "Guillaume Vintenar#fl1"; disablenpc "Croix Vintenar#fl1"; disablenpc "Therapist in battle#fl11"; disablenpc "Therapist in battle#fl12"; if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; set $@FlaviusBG1_id1, 0; } if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; set $@FlaviusBG1_id2, 0; } sleep 1000; mapwarp "bat_b01","prontera",150,150; sleep 2000; maprespawnguildid "bat_b01",0,3; // Just in case someone else sleep 2000; bg_updatescore "bat_b01",0,0; set $@FlaviusBG1, 0; donpcevent "Flavius_BG1::OnReadyCheck"; end; } // Battleground rewards // ********************************************************************* bat_b01,390,13,5 script Guillaume Vintenar#fl1 419,{ if( $@FlaviusBG1_Victory ) { if( $@FlaviusBG1_Victory == Bat_Team ) { // Victory mes "[Swandery]"; mes "Blessed Guillaume!!"; mes "Let's enjoy our glorious victory!"; mes "" + strcharinfo(0) + ", its a sign reflecting victory"; close2; set .@Reward, 9; } else { // mes "[Swandery]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat a lesson, and later you would definitely learn."; close2; set .@Reward, 3; } setquest 2070; getitem 31455, .@Reward; bg_leave; warp "prontera",150,150; end; } end; } bat_b01,10,293,5 script Croix Vintenar#fl1 415,{ if( $@FlaviusBG1_Victory ) { if( $@FlaviusBG1_Victory == Bat_Team ) { // Victory mes "[Swandery]"; mes "Blessed Croax!!"; mes "Let's enjoy our glorious victory!"; mes "" + strcharinfo(0) + ", its a sign reflecting victory"; close2; set .@Reward, 9; } else { // mes "[Swandery]"; mes "Oh, " + strcharinfo(0) + ". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next."; close2; set .@Reward, 3; } setquest 2070; getitem 31455, .@Reward; bg_leave; warp "prontera",150,150; end; } end; } // Battleground Therapist // ********************************************************************* bat_b01,390,13,5 script Therapist in battle#fl12 95,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; specialeffect2 312; close; } bat_b01,10,293,5 script Therapist in battle#fl11 95,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; specialeffect2 312; close; } // Battleground Respawn // ********************************************************************* bat_b01,390,10,0 script #gfl1_respawn 139,{ end; OnBGStart: initnpctimer; end; OnBGStop: stopnpctimer; end; OnTimer24000: misceffect 83; end; OnTimer25000: areapercentheal "bat_b01",382,2,397,17,100,100; areawarp "bat_b01",382,2,397,17,"bat_b01",311,224; initnpctimer; end; } bat_b01,10,290,0 script #cfl1_respawn 139,{ end; OnBGStart: initnpctimer; end; OnBGStop: stopnpctimer; end; OnTimer24000: misceffect 83; end; OnTimer25000: areapercentheal "bat_b01",2,282,17,297,100,100; areawarp "bat_b01",2,282,17,297,"bat_b01",87,75; initnpctimer; end; } // MapFlags // ********************************************************************* bat_b01 mapflag battleground 2 bat_b01 mapflag nomemo bat_b01 mapflag nosave SavePoint bat_b01 mapflag noteleport bat_b01 mapflag nowarp bat_b01 mapflag nowarpto bat_b01 mapflag noreturn bat_b01 mapflag nobranch bat_b01 mapflag nopenalty
here the script
can you modify the script the way i like it ?
1. gm can trigger the npc to open or cancel the event
2.
once you click and join the event you will be warped on the ff random map
bat_room 85 207 OR bat_room 85 223
players cant join if the event is not open
can you remove the guardian and wall on the crystall
once players die score will be update like this
once they break the crystal the event is over
about the reward 20pcs for the winner 10 the loser
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Find both instances of:
set @Reward, 9;
Change both to:set @Reward, 3;
what i mean is winner should be getting 9 but what they're getting is only 3
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my answer is yes to your first question... on ur 2nd question.. i already have the script, but can u please healp me modify it... thanks in advance.Are you only asking for a NPC that can be opened/closed by a GM and that will warp players who choose to enroll in the event? Or are you requesting the entire Battlefield event NPC be reproduced?
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bat_b01,390,13,5 script Guillaume Vintenar#fl1 419,{ if( $@FlaviusBG1_Victory ) { if( $@FlaviusBG1_Victory == Bat_Team ) { // Victory mes "[Swandery]"; mes "Blessed Guillaume!!"; mes "Let's enjoy our glorious victory!"; mes "" + strcharinfo(0) + ", its a sign reflecting victory"; close2; set .@Reward, 9; } else { // mes "[Swandery]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat a lesson, and later you would definitely learn."; close2; set .@Reward, 3; } setquest 2070; getitem 7829, .@Reward; bg_leave; warp "bat_room",155,150; end; } end; } bat_b01,10,293,5 script Croix Vintenar#fl1 415,{ if( $@FlaviusBG1_Victory ) { if( $@FlaviusBG1_Victory == Bat_Team ) { // Victory mes "[Swandery]"; mes "Blessed Croax!!"; mes "Let's enjoy our glorious victory!"; mes "" + strcharinfo(0) + ", its a sign reflecting victory"; close2; set .@Reward, 9; } else { // mes "[Swandery]"; mes "Oh, " + strcharinfo(0) + ". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next."; close2; set .@Reward, 3; } setquest 2070; getitem 7829, .@Reward; bg_leave; warp "bat_room",155,150; end; } end; }
winner should be getting 9 but what they're getting is only 3
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1. gm can trigger the npc to open or cancel the event
2.
once you click and join the event you will be warped on the ff random map
bat_room 85 207 OR bat_room 85 223
players cant join if the event is not open
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still not working
like this ?http://pastebin.com/HA9yax8tCan anyone help how to make dummy shop on Quest shop script
here's an example how to duplicate. look for this
// Shop NPCs -- supplying no argument displays entire menu. // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}}; //============================================================ prontera,164,203,6 script Quest Shop#1 998,{ callfunc "qshop"; }
for example the shop ID is 3 all you need to do is make a new line and do thisprontera,150,150,6 script Quest Shop 2#2 998,{ callfunc "qshop",3; }
this means that you are calling the function of Shop #3 which only those items you set on #3 will be shown on prontera 150 150 coordinates and it was named as Quest Shop 2.Add(3,503,1,0,0,4108,150,1041,1500);
so it will look like this// Shop NPCs -- supplying no argument displays entire menu. // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}}; //============================================================ prontera,164,203,6 script Quest Shop#1 998,{ callfunc "qshop"; prontera,150,150,6 script Quest Shop 2#2 998,{ callfunc "qshop",3; }
On this part don't change this one
setarray .Shops$[1],"Upper"; setarray .Shops$[2],"Middle"; setarray .Shops$[3],"Lower"; setarray .Shops$[4],"Accessorry"; setarray .Shops$[5],"Costume Headgears";
It should be like thissetarray .Shops$[1],"Headgears","Weapons","Other";
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can anyone share your resname and descname table for this head gears
http://rathena.org/board/topic/72988-dl-headgear-all-official-ro-update-march-2014/
Download Latest data folder maybe you can see it there.
Or download latest Kro. its default in it.
not english can give a link of latest data folder?
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bump why even i got 90mdef still got frost then 10sec to break the frost status any one?
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Fixed Thanks
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i can have a resname and descname table please
i need resname and descname table for this head gearscan you guys share it?
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can anyone share your resname and descname table for this head gears
http://rathena.org/board/topic/72988-dl-headgear-all-official-ro-update-march-2014/ -
I have actually misunderstood/misread the code/explanation in the source code. Shame, shame... So sc/tick_def is %-based, while sc/tick_def2 is fixed.
/// Resistance rate: 10000 = 100%
/// Example: 50% (5000) -> sc_def = 5000 -> 25%;
/// 5000ms -> tick_def = 5000 -> 2500ms
int sc_def = 0, tick_def = -1; // -1 = use sc_def
/// Fixed resistance value (after rate calculation)
/// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
/// 2500ms -> tick_def2=2000 -> 500ms
int sc_def2 = 0, tick_def2 = 0;
yes i did the problem even i got 90 mdef frost status last 10 sec i think
can you change to 255 luk only?
255 luk = 100% immunity?
case SC_FREEZE: sc_def = status->mdef*100 + status->luk*10000/255; tick_def = status->mdef*100 + status->luk*2; sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk break;
The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec.
Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal)
Edit:
If you want to edit the frozen status duration of each skill, check skill.c and look for:
sc_start(src,bl,SC_FREEZE,etc....
In the same line of code, you will notice something like this:
skill_get_time2(skill_id,skill_lv)
If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c.
how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec....
maybe u can change frozen timer status in
where i can edit that sir?
db/.../skill_cast_db.txt
sir how about this,,, players with high mdef will have lower time frozen status
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I have actually misunderstood/misread the code/explanation in the source code. Shame, shame... So sc/tick_def is %-based, while sc/tick_def2 is fixed.
/// Resistance rate: 10000 = 100%
/// Example: 50% (5000) -> sc_def = 5000 -> 25%;
/// 5000ms -> tick_def = 5000 -> 2500ms
int sc_def = 0, tick_def = -1; // -1 = use sc_def
/// Fixed resistance value (after rate calculation)
/// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
/// 2500ms -> tick_def2=2000 -> 500ms
int sc_def2 = 0, tick_def2 = 0;
yes i did the problem even i got 90 mdef frost status last 10 sec i think
can you change to 255 luk only?
255 luk = 100% immunity?
case SC_FREEZE: sc_def = status->mdef*100 + status->luk*10000/255; tick_def = status->mdef*100 + status->luk*2; sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk break;
The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec.
Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal)
Edit:
If you want to edit the frozen status duration of each skill, check skill.c and look for:
sc_start(src,bl,SC_FREEZE,etc....
In the same line of code, you will notice something like this:
skill_get_time2(skill_id,skill_lv)
If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c.
how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec....
maybe u can change frozen timer status in db
where i can edit that sir?
Help about this script
in Scripting Support
Posted · Edited by DrewxD
done thanks