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Bringer

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Posts posted by Bringer

  1. 5 hours ago, DrakeSky said:

    Hi! Good day!

    Anyone know how to fix the arrow issue? 

    WEAPONTYPE_CrossBow = 73,
        WEAPONTYPE_Arbalest = 74,
        WEAPONTYPE_Kakkung = 75,
        WEAPONTYPE_Hunter_Bow = 76,
        WEAPONTYPE_Bow_Of_Rudra = 77,

     

    that is the weapontable, the problem is only Gakkung and Hunter Bow shows an arrow when attacking, the rest doesn't show an arrow.

    Please help

    Post your

    weapontable.lub

    iteminfo

    itemdb

  2. 4 hours ago, sacrox said:
    
    Hello everyone, when I try to open the skillstree the game crashes and closes without any error,
     I have read in other posts that updating the skillfonz can be fixed
    , I have downloaded and applied this data but it still does not solve the problem: :(

    skillinfoz(2).rar 169.49 kB · 0 downloads

    
    I am currently using version 2018-06-20, the server will be pre-renewall without 3 jobs. 
    I think that having the data in the skillfonz updated to 3 job, is it possible that I get the error? Help ! Thank you all

    use this 

    https://github.com/zackdreaver/ROenglishRE/blob/master/Ragnarok/data/luafiles514/lua files/skillinfoz/skilltreeview 20180621.lub

  3.  

    2 hours ago, shizelro said:

    Is it possible to include the monster in BB like Thanatos, FBH,KIel, etc..  but they will not drop Cards? Can it be separated example scenario,

    If I hunt FBH in the map where he respawns I can get a card if i'm lucky

    But if it was summoned using BB CARD drop would be none existent?

     

    just duplicate the mvp boss you like then remove the drop cards put on your mob_branch.txt

  4. 12 minutes ago, DrakeSky said:

    Please help! I don't know the specific forum for my issue.

    How to remove the drop of the black mushroom and red mushroom from Plant Cultivation of Biochemist?

    TIA!

    unlike flora / 

    // Whether or not Marine Spheres and Floras summoned by Alchemist drop items?
    // This setting has three available values:
    // 0: Nothing drops.
    // 1: Only marine spheres drop items.
    // 2: All alchemist summons drop items.
    alchemist_summon_reward: 1

    easy to way just make duplicate of that monster with no drops or make new condition for this skill

    mob.cpp

    	if( !(type&1) && !map_getmapflag(m, MF_NOMOBLOOT) && !md->state.rebirth && (
    		!md->special_state.ai || //Non special mob
    		battle_config.alchemist_summon_reward == 2 || //All summoned give drops
    		(md->special_state.ai==AI_SPHERE && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
    		) )
    	// Plant Cultivation [Celest]
    	case CR_CULTIVATION:
    		if (sd) {
    			if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
    			{
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return 1;
    			}
    			clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
    			if (rnd()%100 < 50) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			} else {
    				TBL_MOB* md = NULL;
    				int t, mob_id;
    
    				if (skill_lv == 1)
    					mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
    				else {
    					int rand_val = rnd() % 100;
    
    					if (rand_val < 30)
    						mob_id = MOBID_GREEN_PLANT;
    					else if (rand_val < 55)
    						mob_id = MOBID_RED_PLANT;
    					else if (rand_val < 80)
    						mob_id = MOBID_YELLOW_PLANT;
    					else if (rand_val < 90)
    						mob_id = MOBID_WHITE_PLANT;
    					else if (rand_val < 98)
    						mob_id = MOBID_BLUE_PLANT;
    					else
    						mob_id = MOBID_SHINING_PLANT;
    				}
    
    				md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
    				if (!md)
    					break;
    				if ((t = skill_get_time(skill_id, skill_lv)) > 0)
    				{
    					if( md->deletetimer != INVALID_TIMER )
    						delete_timer(md->deletetimer, mob_timer_delete);
    					md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
    				}
    				mob_spawn(md);
    			}
    		}
    		break;

     

  5. On 9/23/2020 at 1:58 AM, AnnieRuru said:

    can only be done with source edits

    
     src/map/mob.cpp  |  9 +++++++++
     src/map/mob.hpp  |  1 +
     src/map/unit.cpp | 11 +++++++++++
     3 files changed, 21 insertions(+)
    
    diff --git a/src/map/mob.cpp b/src/map/mob.cpp
    index 3e0b54f37..686c30ac1 100644
    --- a/src/map/mob.cpp
    +++ b/src/map/mob.cpp
    @@ -708,6 +708,15 @@ int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y, const
     			//"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
     			sc_start4(NULL,&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000);
     	}
    +	
    +	if (md != NULL) {
    +		if (mob_id < 0) {
    +			md->special_state.deadbranch = 1;
    +			md->deletetimer = add_timer(gettick()+5000,mob_timer_delete,md->bl.id,0);
    +		}
    +		else
    +			md->special_state.deadbranch = 0;
    +	}
     
     	return (md) ? md->bl.id : 0; // id of last spawned mob
     }
    diff --git a/src/map/mob.hpp b/src/map/mob.hpp
    index 5b47b8c6f..37921599c 100644
    --- a/src/map/mob.hpp
    +++ b/src/map/mob.hpp
    @@ -189,6 +189,7 @@ struct mob_data {
     		unsigned int size : 2; //Small/Big monsters.
     		enum mob_ai ai; //Special ai for summoned monsters.
     		unsigned int clone : 1;/* is clone? 1:0 */
    +		unsigned int deadbranch : 1; /* summon from branch */
     	} special_state; //Special mob information that does not needs to be zero'ed on mob respawn.
     	struct s_MobState {
     		unsigned int aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex]
    diff --git a/src/map/unit.cpp b/src/map/unit.cpp
    index 15632f201..b42668a1d 100644
    --- a/src/map/unit.cpp
    +++ b/src/map/unit.cpp
    @@ -2420,6 +2420,17 @@ int unit_attack(struct block_list *src,int target_id,int continuous)
     	if(ud->attacktimer != INVALID_TIMER)
     		return 0;
     
    +	if (target_id != 0) {
    +		struct block_list *target_bl = map_id2bl(target_id);
    +		if (target_bl->type == BL_MOB) {
    +			struct mob_data *md = map_id2md(target_id);
    +			if (md->special_state.deadbranch == 1 && md->deletetimer != INVALID_TIMER) {
    +				delete_timer(md->deletetimer, mob_timer_delete);
    +				md->deletetimer = add_timer(gettick() + 5000, mob_timer_delete, md->bl.id, 0);
    +			}
    +		}
    +	}
    +
     	// New action request received, delete previous action request if not executed yet
     	if(ud->stepaction || ud->steptimer != INVALID_TIMER)
     		unit_stop_stepaction(src);

    I tested with 5000 = 5 seconds, change them into 60000

    i test it but even the monster got hit they gone / teleport

    • Love 1
  6. 2 hours ago, Eraumavez said:

    First of all i would like to say thanks for u reply, but it didn't worked (yes i've recompilated).

    			} else {
    				if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION && skill_id != GS_DESPERADO ) {
    					// 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;
    					}
    				}

     

    • Upvote 1
  7. 58 minutes ago, Sergardo said:

    paano maddisable? panu ggwn ty

    wait attack speed pala yan
    		case UNT_GOSPEL:
    			if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
    				break;
    			if (battle_check_target(ss, bl, BCT_PARTY) > 0)
    			{ // Support Effect only on party, not guild
    				int heal;
    				int i = rnd() % 13; // Positive buff count
    				int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
    				switch (i)
    				{
    					case 0: // Heal 1000~9999 HP
    						heal = rnd() % 9000 + 1000;
    						clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
    						status_heal(bl, heal, 0, 0);
    						break;
    					case 1: // End all negative status
    						status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
    						if (tsd) clif_gospel_info(tsd, 0x15);
    						break;
    					case 2: // Immunity to all status
    						sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
    						if (tsd) clif_gospel_info(tsd, 0x16);
    						break;
    					case 3: // MaxHP +100%
    						sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
    						if (tsd) clif_gospel_info(tsd, 0x17);
    						break;
    					case 4: // MaxSP +100%
    						sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
    						if (tsd) clif_gospel_info(tsd, 0x18);
    						break;
    					case 5: // All stats +20
    						sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
    						if (tsd) clif_gospel_info(tsd, 0x19);
    						break;
    					case 6: // Level 10 Blessing
    						sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
    						break;
    					case 7: // Level 10 Increase AGI
    						sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
    						break;
    					case 8: // Enchant weapon with Holy element
    						sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
    						if (tsd) clif_gospel_info(tsd, 0x1c);
    						break;
    					case 9: // Enchant armor with Holy element
    						sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
    						if (tsd) clif_gospel_info(tsd, 0x1d);
    						break;
    					case 10: // DEF +25%
    						sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
    						if (tsd) clif_gospel_info(tsd, 0x1e);
    						break;
    					case 11: // ATK +100%
    						sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
    						if (tsd) clif_gospel_info(tsd, 0x1f);
    						break;
    					case 12: // HIT/Flee +50
    						sc_start(ss, bl, SC_INCHIT, 100, 50, time);
    						sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
    						if (tsd) clif_gospel_info(tsd, 0x20);
    						break;
    				}
    			}
    			else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
    			{ // Offensive Effect
    				int i = rnd() % 10; // Negative buff count
    				switch (i)
    				{
    					case 0: // Deal 3000~7999 damage reduced by DEF
    					case 1: // Deal 1500~5499 damage unreducable
    						skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
    						break;
    					case 2: // Curse
    						sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
    						break;
    					case 3: // Blind
    						sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
    						break;
    					case 4: // Poison
    						sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
    						break;
    					case 5: // Level 10 Provoke
    						clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
    						break;
    					case 6: // DEF -100%
    						sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
    						break;
    					case 7: // ATK -100%
    						sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
    						break;
    					case 8: // Flee -100%
    						sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
    						break;
    					case 9: // Speed/ASPD -25%
    						sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
    						break;
    				}
    			}
    			break;

    Skill.cpp

     

  8. 2 hours ago, Sergardo said:

    San ko po makikita yung gospel remove atk bonus

    im using latest trunk ng rathena salamat po 

    		case UNT_GOSPEL:
    			if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
    				break;
    			if (battle_check_target(ss, bl, BCT_PARTY) > 0)
    			{ // Support Effect only on party, not guild
    				int heal;
    				int i = rnd() % 13; // Positive buff count
    				int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
    				switch (i)
    				{
    					case 0: // Heal 1000~9999 HP
    						heal = rnd() % 9000 + 1000;
    						clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
    						status_heal(bl, heal, 0, 0);
    						break;
    					case 1: // End all negative status
    						status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
    						if (tsd) clif_gospel_info(tsd, 0x15);
    						break;
    					case 2: // Immunity to all status
    						sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
    						if (tsd) clif_gospel_info(tsd, 0x16);
    						break;
    					case 3: // MaxHP +100%
    						sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
    						if (tsd) clif_gospel_info(tsd, 0x17);
    						break;
    					case 4: // MaxSP +100%
    						sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
    						if (tsd) clif_gospel_info(tsd, 0x18);
    						break;
    					case 5: // All stats +20
    						sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
    						if (tsd) clif_gospel_info(tsd, 0x19);
    						break;
    					case 6: // Level 10 Blessing
    						sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
    						break;
    					case 7: // Level 10 Increase AGI
    						sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
    						break;
    					case 8: // Enchant weapon with Holy element
    						sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
    						if (tsd) clif_gospel_info(tsd, 0x1c);
    						break;
    					case 9: // Enchant armor with Holy element
    						sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
    						if (tsd) clif_gospel_info(tsd, 0x1d);
    						break;
    					case 10: // DEF +25%
    						sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
    						if (tsd) clif_gospel_info(tsd, 0x1e);
    						break;
    					case 11: // ATK +100%
    						sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
    						if (tsd) clif_gospel_info(tsd, 0x1f);
    						break;
    					case 12: // HIT/Flee +50
    						sc_start(ss, bl, SC_INCHIT, 100, 50, time);
    						sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
    						if (tsd) clif_gospel_info(tsd, 0x20);
    						break;
    				}
    			}
    			else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
    			{ // Offensive Effect
    				int i = rnd() % 10; // Negative buff count
    				switch (i)
    				{
    					case 0: // Deal 3000~7999 damage reduced by DEF
    					case 1: // Deal 1500~5499 damage unreducable
    						skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
    						break;
    					case 2: // Curse
    						sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
    						break;
    					case 3: // Blind
    						sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
    						break;
    					case 4: // Poison
    						sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
    						break;
    					case 5: // Level 10 Provoke
    						clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
    						break;
    					case 6: // DEF -100%
    						sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
    						break;
    					case 7: // ATK -100%
    						sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
    						break;
    					case 8: // Flee -100%
    						sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
    						break;
    					case 9: // Speed/ASPD -25%
    						sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
    						break;
    				}
    			}
    			break;

    Skill.cpp

  9. 5 hours ago, Eraumavez said:

    how do i make the skill cart termination dont be reflected and ignore skills like NJ_UTSUSEMI

    I've trying to do this but it didn't worked.

     

    https://github.com/rathena/rathena/blob/master/src/map/battle.cpp#L7302

     

    	if (flag & BF_SHORT) {//Bounces back part of the damage.
    		if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
    			rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
    			rdamage = i64max(rdamage,1);
    		} else if( status_reflect && sc && sc->count ) {
    			if( sc->data[SC_REFLECTSHIELD] ) {
    				struct status_change_entry *sce_d;
    				struct block_list *d_bl = NULL;


    NO Reflect CT & Desperado
     

    if ( (skill_get_inf2(skill_id)&INF2_TRAP || !status_reflect) && sd && sd->bonus.short_weapon_damage_return && skill_id != WS_CARTTERMINATION && skill_id != GS_DESPERADO ) {

     

    • Upvote 2
  10. Produce

    Stalker Reject Sword Skill

    Ninja Using Dagger Weapon Soul + Final Strike > HP 1 should be dead by Reflect Damage reject sword 
     

       //Reject Sword bugreport:4493 by Daegaladh
        if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
            (src->type!=BL_PC || (
                ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
                ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
                ((TBL_PC *)src)->status.weapon == W_2HSWORD
            )) &&
            rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
            )
        {
            ATK_RATER(wd.damage, 50)
            status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,DMG_NORMAL,0,false));
            clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
            if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
                status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
        }

     

    REFLECT

    /*==========================================
     * Final damage return function
     *------------------------------------------
     * Credits:
     *	Original coder unknown
     *	Initial refactoring by Baalberith
     *	Refined and optimized by helvetica
     */
    int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
    	struct map_session_data* sd;
    	int64 rdamage = 0, damage = *dmg;
    	int max_damage = status_get_max_hp(bl);
    	struct status_change *sc, *ssc;
    
    	sd = BL_CAST(BL_PC, bl);
    	sc = status_get_sc(bl);
    	ssc = status_get_sc(src);
    
    	if (flag & BF_SHORT) {//Bounces back part of the damage.
    		if ( (skill_get_inf2(skill_id)&INF2_TRAP || !status_reflect) && sd && sd->bonus.short_weapon_damage_return && skill_id != WS_CARTTERMINATION && skill_id != GS_DESPERADO /*&& skill_id != MO_EXTREMITYFIST*/ ) {
    			rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
    			rdamage = i64max(rdamage,1);
    		} else if( status_reflect && sc && sc->count ) {
    			if( sc->data[SC_REFLECTSHIELD] ) {
    				struct status_change_entry *sce_d;
    				struct block_list *d_bl = NULL;
    
    				if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
    					((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
    					(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
    				{ //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) ||
    						!check_distance_bl(bl,d_bl,sce_d->val3) )
    						return 0;
    				}
    			}
    			if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
    				if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
    					max_damage = (int64)max_damage * status_get_lv(bl) / 100;
    					rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
    					if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
    						status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
    				}
    			} else {
    				if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION && skill_id != GS_DESPERADO ) {
    					// 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 != WS_CARTTERMINATION && skill_id != GS_DESPERADO && 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), BLOWN_NONE);
    						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;
    				}
    			}
    		}
    	} else {
    		if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
    			rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
    			if (rdamage < 1) rdamage = 1;
    		}
    	}
    
    	if (ssc && ssc->data[SC_INSPIRATION]) {
    		rdamage += damage / 100;
    #ifdef RENEWAL
    		rdamage = cap_value(rdamage, 1, max_damage);
    #else
    		rdamage = i64max(rdamage,1);
    #endif
    	}
    
    	if (sc && sc->data[SC_KYOMU] && (!ssc || !ssc->data[SC_SHIELDSPELL_DEF])) // Nullify reflecting ability except for Shield Spell - Def
    		rdamage = 0;
    
    	if (sc && sc->data[SC_MAXPAIN]) {
    		rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
    	}
    
    	return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
    }

     

  11. requesting an NPC that will detect below items (minimum of 2) on your inventory then will show an option to  trade to  version2 items 

    sample ID #


    8001_BLK, Black,
    8002_BLU, Blue,
    8003_GRN, Green,
    8004_GRY, Gray,
    8005_ORG, Orange,
    8006_PNK, Pink,
    8007_PRP, Purple,
    8008_RED, Red,
    8009_WHT, White,
    8010_YLW, Yellow,


     

  12. here my clip.cpp

     

    /// Non-damaging skill effect
    /// 011a <skill id>.W <heal>.W <dst id>.L <src id>.L <result>.B (ZC_USE_SKILL).
    /// 09cb <skill id>.W <heal>.L <dst id>.L <src id>.L <result>.B (ZC_USE_SKILL2).
    int clif_skill_nodamage(struct block_list *src,struct block_list *dst, uint16 skill_id, int heal, int fail)
    {
    	unsigned char buf[17];
    #if PACKETVER < 20130731
    	const int cmd = 0x11a;
    #else
    	const int cmd = 0x9cb;
    #endif
    	int offset = 0;
    
    	nullpo_ret(dst);
    
    	WBUFW(buf,0) = cmd;
    	WBUFW(buf,2) = skill_id;
    #if PACKETVER < 20130731
    	WBUFW(buf,4) = min(heal, INT16_MAX);
    #else
    	WBUFL(buf,4) = min(heal, INT32_MAX);
    	offset += 2;
    #endif
    	WBUFL(buf,6+offset) = dst->id;
    	WBUFL(buf,10+offset) = src ? src->id : 0;
    	WBUFB(buf,14+offset) = fail;
    
    	if (disguised(dst)) {
    		clif_send(buf, packet_len(cmd), dst, AREA_WOS);
    		WBUFL(buf,6+offset) = -dst->id;
    		clif_send(buf, packet_len(cmd), dst, SELF);
    	} else
    		clif_send(buf, packet_len(cmd), dst, AREA);
    
    	if(src && disguised(src)) {
    		WBUFL(buf,10+offset) = -src->id;
    		if (disguised(dst))
    			WBUFL(buf,6+offset) = dst->id;
    		clif_send(buf, packet_len(cmd), src, SELF);
    	}
    
    	return fail;
    }

     

  13. my Past Server Location is LA Hiding + Shadow Jump can be Spamable

    but when i change my Host Location to Singapore there a huge Delay While Using This Skill's

    how i can remove the delay of Hiding + Shadow Jump

    @Haruka Mayumi i try test this but failed compile

    clif.cpp

    bool clif_skill_nodamage(struct block_list *src,struct block_list *dst, uint16 skill_id, int heal, t_tick tick)
    {
    	unsigned char buf[17];
    #if PACKETVER < 20130731
    	const int cmd = 0x11a;
    #else
    	const int cmd = 0x9cb;
    #endif
    	int offset = 0;
    	bool success = ( tick != 0 );
    
    	nullpo_ret(dst);
    	
    +	if( skill_id == TF_HIDING ) return success;

     

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