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blinzer

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  1. i dunno about charging 60 bucks just to type "sc_status_end sc_devotion(bl) when target(bl) has sc_devotion" in status.c when devo is casted. just being completely honest.
  2. bringing this back from the dead since i have the same problem SA_ELEMENTWATER and company require a shift click in order to target yourself or allies, need it to just be like any other buff. just need to be pointed in the right direction
  3. yes please find the sections of the code where it says GS_DISARM in your skill.cpp and screenshot it for me
  4. your damage is probably being applied after the status effect if the break is instant, or your status duration timer is 0 for whatever reason. that could be because of status resistances, or because it's not getting the time correctly in the first place. you have some extra hard coded number there that i don't("4"), there's a chance that could be the culprit. or, if you've modified status effects already, there is also a chance you bugged your status effect tick code for freeze at some point i short, i need more info on your files to solve it, if that's not the problem.
  5. if you want it to scan across a line, just copy sharp shoot's code. lol if you just want to increase the size of bowling bash, simply increase it in skill.db otherwise you're gonna have to specify
  6. i got you. goes without saying, but you have to compile after making these changes
  7. i'm trying to make more spells be selectable when you activate sage autospell. the issue was solved here already at some point, but the person who solved it never specified where/how they changed things client side. apparently you're supposed to change the packet size of 0x1cd from 30 to whatever how many spells you have + change something client side as well. can anyone point to me where i gotta go real quick?
  8.  can you help me fix damage of the following :

     

     asura strike / sacrifice / acid demonstration / cart termination

     

    then the following cards :

    thanatos card / ghostring card

    thanatos damage is half only 

    while hydra and tg is more damage

    ghostring is like tao gunka card

    and tao gunka card like ghostring

     

    pls explain thank you so much

     

     

     

     

  9. find this in battle.cpp: add the following under #endif, as such: #endif case MO_EXTREMITYFIST: case NJ_ISSEN: break; // skills above have no effect with EDP then recompile. you can add any skill to this the same way.
  10. pretty easy. open your sc_config and read the parameters, i've highlighted the one you're interested in: you can freely change anything written there by either adding those numbers if that effect does not exist on that skill, or subtracting those numbers if you're sure it already does. find your SC effects and modify the number on the right to be whatever you want it to be. in the case of death, all's you have to do is add 1. edit: apparently rathena doesn't have this file, so i guess someone else will point you to the right direction. i'm sure they have an equivalent somewhere.
  11. they use the same bonus, so what you're asking really sucks. you'd have an infinitely easier time just making the equipment you don't want to reflect just not work on crusaders at all.
  12. i can provide a solution without changing source if you want, but obviously it's not as clean as a direct source change. unlock the max level of the skill to be higher than 5 in skill.db and in your client in skillinfoz/skillinfolist and skilltreeview. create an item which checks to see what level you have the skill, as such: if(getskilllv("LG_REFLECTDAMAGE")>0) skill "LG_REFLECTDAMAGE",getskilllv("LG_REFLECTDAMAGE")+1; this will increase the level of your reflect damage by 1 while you have this item equipped, and the skill would scale accordingly to the formula(+5% damage reflected per level, +10% reflect chance per level). you can also just define the exact level you want instead of making it scale on the current level, as such: skill "LG_REFLECTDAMAGE",10; this would set your max reflect damage level to 10, but you can change these numbers to suit your needs. you can also scale it by refinement level using getrefine() instead of numbers: skill "LG_REFLECTDAMAGE",getskilllv("LG_REFLECTDAMAGE")+getrefine()/2; this would increase your reflect damage's level every 2 refines, since we divided it by two. if you wanted it to go beyond level 10, you would have to increase the max skill level of skills in skill.h(this doesn't change anything for people's skill trees, so don't worry about that): use these examples to create the formula you think is closest to what you want. if you wanted to increase it directly by a % that depends on the stats of your reflect damage, that would require complications and it's not easy in source, especially since there's not any items that do this type of effect to take example from. increasing damage is not on the same level as increasing the potency of a skill, in terms of how complex the change is. us plebs can only work around the system. of course, anyone who actually knows what they're doing can do a much better job than me in terms of offering you options, but i can tell you right now you would have to add an entire thing in reflect damage's code to take into account your specific bonus, and you would have to probably create an entirely new bonus for it(not as hard as it sounds, the "hard" part is changing the skill's code). you can probably hit close to home just abusing of existing options and using levels of the skill, even though it's not the prettiest solution.
  13. ^ this is the calculation hp_drain_rate does in battle.c ^ this is where hp_drain_rate is defined in pc.c ^ you'll probably have to define your new bonus here in map.h what you'll have to do on your own is figure out how to make it calculate the magic damage in battle.c, and then use that the same way these use weapon damage
  14. once again, claiming you want help for something but not stating what your intentions are or what you want how is anybody supposed to help you if you don't even tell anyone what your goal is
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