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YamiAzariel

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  1. Hi everyone . First of all i would like to say that this is my first post, so I don't know if this is the correct section(I think it COULD be). So, my problem is that I made a script that after you finish a quest you get some 3rd job skills for Trans classes(my server is pre-re so no 3rd classes). The script is working as intended and all skills work but Rune Mastery is giving me a little trouble. The thing is I can craft the Runes normally as a Lord Knight, but when I try to use them I can't, and as far as I know all my DB is rightly edited, so I think that a Source restriction may be blocking the skill that the rune uses for any Job that isn't a Rune Knight. I've checked my item_db, skill_db, skill_cast_db, skill_require_db and everything seems fine so i think that my problem is not there. I also know that to use the Runes, a certain Level of Rune Mastery is Needed (I've checked in skill.c ),and maybe in that part of the code there is the restriction for Rune Knights that I couldn't find. I'm going to post the part of the Item_db that I edited so that Lord Knights(In fact, any Job) could use them.( I'm posting it so that there is no doubt that everything is allright in my DB . ) //*==============================================================================* //Rune Knight Runes for Lord Knight //*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* //Created Runes 12725,Runstone_Nosiege,Nauthiz Rune,11,100,,100,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "RK_REFRESH",1; },{},{} 12726,Runstone_Rhydo,Raido Rune,11,100,,100,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "RK_CRUSHSTRIKE",1; },{},{} 12727,Runstone_Verkana,Berkana Rune,11,100,,100,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "RK_MILLENNIUMSHIELD",1; },{},{} 12726,Runstone_Isia,Isa Rune,11,100,,100,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "RK_VITALITYACTIVATION",1; },{},{} 12729,Runstone_Asir,Othila Rune,11,100,,100,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "RK_FIGHTINGSPIRIT",1; },{},{} 12730,Runstone_Urj,Uruz Rune,11,100,,100,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "RK_ABUNDANCE",1; },{},{} 12731,Runstone_Turisus,Thurisaz Rune,11,100,,100,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "RK_GIANTGROWTH",1; },{},{} 12732,Runstone_Pertz,Wyrd Rune,11,100,,100,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "RK_STORMBLAST",1; },{},{} 12733,Runstone_Hagalas,Hagalaz Rune,11,100,,100,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "RK_STONEHARDSKIN",1; },{},{} //Rough Runestones 12734,Runstone_Quality,Luxurious Rune,0,2,,100,,,,,0x00000080,63,2,,,,,,{ makerune 5; },{},{} 12735,Runstone_Ancient,Ancient Rune,0,2,,100,,,,,0x00000080,63,2,,,,,,{ makerune 11; },{},{} 12736,Runstone_Mystic,Mystic Rune,0,2,,100,,,,,0x00000080,63,2,,,,,,{ makerune 14; },{},{} 12737,Runstone_Ordinary,General Rune,0,2,,100,,,,,0x00000080,63,2,,,,,,{ makerune 2; },{},{} 12738,Runstone_Rare,Rare Rune,0,2,,100,,,,,0x00000080,63,2,,,,,,{ makerune 8; },{},{} As you can see, Runes use the itemskill script command, that works just fine with any other skill I've tried on my server, thats why I think the problem lies within the "RK_*" Rune Skills( the source code for those skills). EDIT: Here is the Code in Skill.c case RK_STONEHARDSKIN: if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 ) { int heal = sstatus->hp / 5; // 20% HP if( status_charge(bl,heal,0) ) clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv))); else clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case RK_REFRESH: if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 ) { int heal = status_get_max_hp(bl) * 25 / 100; clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); status_heal(bl,heal,0,1); status_change_clear_buffs(bl,4); } break; case RK_MILLENNIUMSHIELD: if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 ) { int8 rate = rnd()%100; int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2); sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv)); clif_millenniumshield(sd,shields); clif_skill_nodamage(src,bl,skill_id,1,1); } break; case RK_GIANTGROWTH: case RK_VITALITYACTIVATION: case RK_ABUNDANCE: case RK_CRUSHSTRIKE: if( sd ) { int lv = 1; // RK_GIANTGROWTH if( skill_id == RK_VITALITYACTIVATION ) lv = 2; else if( skill_id == RK_ABUNDANCE ) lv = 6; else if( skill_id == RK_CRUSHSTRIKE ) lv = 7; if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv ) 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; case RK_FIGHTINGSPIRIT: { int atkbonus = 7 * party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count); if( flag&1 ) { if( src == bl ) sc_start2(src,bl,type,100,atkbonus,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv)); else sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv)); } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) { if( sd->status.party_id ) party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); else sc_start2(src,bl,type,100,7,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv)); clif_skill_nodamage(src,bl,skill_id,1,1); } } break; Like I Said, as a Rune Knight I can Create and Use Runes but as a Lord Knight I can just create them. I hope I was clear. PS: Sorry if this is the wrong Section. PS2: Sorry for my English.
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