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OscarScorp

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Everything posted by OscarScorp

  1. If you want, I can help you a bit on changing those two skills you mentioned into AoE, we could try.
  2. I do create an usable item but to no avail. Can I have a proper and working example from you please?
  3. Gotcha gotcha. It's working now. Thank you so much! Sorry to bother with another comment. How can I use an extender properly? I've added the script "callfunc("func_UpdateCampFire", <range>, <duration>, <heal_rate>);" but to no avail. How should the item be created? I have: 7203,Solid_Twig,Strong Branch,11,190,,10,,,,,,,,,,,,,{ callfunc("func_UpdateCampFire", 5, 30, 4); },{},{} But it does not work at all. It cannot be used and seems that it has no effect over the closest Campfire NPC created.
  4. Hello. First of all, great script! I've been looking for this script to be implemented in rAthena, so thank you so much! Now, I've encountered a few minor problems, so if I could get some assistance, will be greatly appreciated. First: I don't have the sprite for the campfire npc used. Does anyone knows where can I get it? --------------------------- Error --------------------------- Spr :: Cannot find File : sprite\npc\.spr --------------------------- Cannot find File : sprite\npc\.act --------------------------- Next, which values would you recommend me for using in <range>, <duration>, <heal_rate> ? Is it ok to have for example: "3, 12000, 50" for 3x3 cell area, 12 second duration and 50 hp heal every burst? Please correct me if I'm wrong. Once again, thanks for this script to everyone who worked on it /helped!
  5. Got my issue fixed. Apparently, if I want to create a new status with a duration like BURNING, it should be using the already created time durations instead of adding a new time such as I did (3500). /*========================================== [Playtester] * Returns the interval for status changes that iterate multiple times * through the timer (e.g. those that deal damage in regular intervals) * @param type: Status change (SC_*) *------------------------------------------*/ static int status_get_sc_interval(enum sc_type type) { switch (type) { case SC_POISON: case SC_DPOISON: case SC_LEECHESEND: return 1000; case SC_BURNING: case SC_PYREXIA: return 3000; //I created 3500; here, which I should not do. Fix: use return 3000 or any other already stablished. case SC_MAGICMUSHROOM: return 4000; case SC_STONE: return 5000; case SC_BLEEDING: case SC_TOXIN: return 10000; default: break; } return 0; }
  6. You are correct. In DB you can make some changes to the skill such as element, range, but when it comes to Single target to AoE skill, you cannot change it and must be created within the src. I also wanted to do that and had to create a new skill in the AoE skills section.
  7. Good day, I've been looking for a solution to this for a while and haven't found anything. Does anyone knows how to add new custom visual effects such as Burning (red flame on top of player)? Image: https://imgur.com/a/ZAAHSkj My plan is to copy the Burning files and edit the bmp file, but I don't know which other file is required or what is needed to be added in src. Any help will be appreciated!
  8. Within status.h and status.c, I have created multiple Status for items and skills, but just got into the problem of my last three statuses won't even start upon using some skills, for example, when using Bash it should mark the player with a new status named "SC_BASHMARK", but it won't be applied. Trying with SC_BURNING or even another new status I made a few days ago, does work, but not with my new desired status, even when using items. Is there a limit for SC? If so, where can I find it to edit it?
  9. I was also looking into this, and even to add skills which can't be used while in mado. Here's how you do it: You have to open db/re/skill_db.txt (or pre-re if you're using pre-renewal) and look for the skill you want to edit: 2280,0,8,4,-1,0x2,2:2:3:3:3,5,-6,no,0,0x40000,0,weapon,0,0x04000, NC_AXETORNADO,Axe Tornado Here we can see Axe Tornado is listed as unable to be used while in mado. This is because of the last numbers: "0x04000". // 16 inf3 (skill information 3): // 0x04000 - skill that can't be used while in mado If you wish to have Axe Tornado to be used while IN mado, simply change that number to "0x0", like so: 2280,0,8,4,-1,0x2,2:2:3:3:3,5,-6,no,0,0x40000,0,weapon,0,0x0, NC_AXETORNADO,Axe Tornado For statuses to be removed or be ineffective while during Mado, go into src/map/pc.c and look for this: if( (sd->class_&MAPID_THIRDMASK) == MAPID_MECHANIC ) { if( type&OPTION_MADOGEAR && !(p_type&OPTION_MADOGEAR) ) { status_calc_pc(sd,SCO_NONE); status_change_end(&sd->bl,SC_MAXIMIZEPOWER,INVALID_TIMER); status_change_end(&sd->bl,SC_OVERTHRUST,INVALID_TIMER); status_change_end(&sd->bl,SC_WEAPONPERFECTION,INVALID_TIMER); status_change_end(&sd->bl,SC_ADRENALINE,INVALID_TIMER); status_change_end(&sd->bl,SC_CARTBOOST,INVALID_TIMER); status_change_end(&sd->bl,SC_MELTDOWN,INVALID_TIMER); status_change_end(&sd->bl,SC_MAXOVERTHRUST,INVALID_TIMER); pc_bonus_script_clear(sd,BSF_REM_ON_MADOGEAR); } else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR ) { status_calc_pc(sd,SCO_NONE); status_change_end(&sd->bl,SC_SHAPESHIFT,INVALID_TIMER); status_change_end(&sd->bl,SC_HOVERING,INVALID_TIMER); status_change_end(&sd->bl,SC_ACCELERATION,INVALID_TIMER); status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); status_change_end(&sd->bl,SC_OVERHEAT,INVALID_TIMER); pc_bonus_script_clear(sd,BSF_REM_ON_MADOGEAR); } } Add your desired mado-banned status before pc_bonus_script_clear(sd,BSF_REM_ON_MADOGEAR); Just like this: status_change_end(&sd->bl,SC_MAXOVERTHRUST,INVALID_TIMER); status_change_end(&sd->bl,SC_YOURSTATUSHERE,INVALID_TIMER); pc_bonus_script_clear(sd,BSF_REM_ON_MADOGEAR); Hope it helps!
  10. View File Effect Sprite: Sleeping Status I made an easier to spot animation for Sleep status. Feel free to use this Sprite on your server, except: - Don't claim this sprite as yours. - Don't redistribute it. Installation Instructions 1.- Open the Zip file 2.- Extract to your Data folder: - data\sprite\ÀÌÆÑÆ® 3.- Enjoy! Note: I'm not doing any Sprite work services, just sharing this because I feel like it 9/10/2018 Post updated: Gif image. Submitter OscarScorp Submitted 09/09/2018 Category Other Sprites Video Content Author OscarScorp  
  11. @Kichi just follow Judas' bible. Very useful. I just added a custom bow to my server. Thanks Judas, it worked although the only file missing was to edit: data\luafiles514\lua files\datainfo\weapontable.lub
  12. Version 1.0.0

    366 downloads

    I made an easier to spot animation for Sleep status. Feel free to use this Sprite on your server, except: - Don't claim this sprite as yours. - Don't redistribute it. Installation Instructions 1.- Open the Zip file 2.- Extract to your Data folder: - data\sprite\ÀÌÆÑÆ® 3.- Enjoy! Note: I'm not doing any Sprite work services, just sharing this because I feel like it 9/10/2018 Post updated: Gif image.
    Free
  13. I solved the problem. Needed to edit this file: conf/import/battle_conf.txt Hope it helps!
  14. Good day, I'm looking for help on creating a custom status effect, such as a new Poison status and to add Resistance on item_db.txt such as: bonus2 bResEff,Eff_Venom,1000; I already have added the Status on files such as status.h, status.c, even on skill.cpp which where is triggered and it works just fine. I also added on scripts_constants.h: export_constant2("Eff_Burning",SC_BURNING); export_constant2("Eff_Crystalize",SC_CRYSTALIZE); export_constant2("Eff_Ignite",SC_VENOM); //Here's the new status And on status.h: SC_BLIND, SC_BLEEDING, SC_DPOISON, //10 SC_VENOM, //11 Here's the new status. SC_COMMON_MAX = 11, // end. Original: 10 Problem is, if I want to add an equipment such as a Helmet which grants resistance to this new custom effect, it appears it does not grants the resistance on the item, even if I increased it to bonus2 bResEff,Eff_Venom,10000; which should make it 100% resitant, right? Any help will be appreciated.
  15. @crazyarashi , does that function works as intended? Only 1 effect from both accessories equipped will be on effect? I ask because of the "Caerful! Not tested." comment.
  16. Hello everyone, I'm looking for Misc/Etc and Consumables items which are the less popular on RO, those which aren't used in many quests or are used as ingredientes for useful preparations. Yup, those ones which are in your Kafra storage, forgotten and if a friend ever asks you what to do with X item, you say: "just sell it to npc, it's nothing" Reason is I'm looking to reuse these items for new quests or preparations. Any help is appreciated! :)
  17. Does that mean I have to add it here in clif.cpp? /// Skill attack effect and damage. /// 0114 <skill id>.W <src id>.L <dst id>.L <tick>.L <src delay>.L <dst delay>.L <damage>.W <level>.W <div>.W <type>.B (ZC_NOTIFY_SKILL) /// 01de <skill id>.W <src id>.L <dst id>.L <tick>.L <src delay>.L <dst delay>.L <damage>.L <level>.W <div>.W <type>.B (ZC_NOTIFY_SKILL2) int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int64 sdamage,int div,uint16 skill_id,uint16 skill_lv,enum e_damage_type type) { unsigned char buf[64]; struct status_change *sc; int damage = (int)cap_value(sdamage,INT_MIN,INT_MAX); nullpo_ret(src); nullpo_ret(dst); // HERE????? type = clif_calc_delay(type,div,damage,ddelay); if( ( sc = status_get_sc(dst) ) && sc->count ) { if(sc->data[SC_HALLUCINATION] && damage) damage = clif_hallucination_damage(); } #if PACKETVER < 3 WBUFW(buf,0)=0x114; WBUFW(buf,2)=skill_id; Between nullpo_ret(dst); and type = clif_calc_delay(type,div,damage,ddelay); ?
  18. I wonder if this is still possible on newer rAthena versions...
  19. Good day everyone. I'm looking for the very first code which was released on rAthena for Rebellion's Fallen Angel skill. I know, odd I'm trying some things and need the old code for this ability. Does anyone know where can I find it? Meaning skill.c, battle.c and skill_db.txt. Thanks in advance!
  20. May I know how did you solved your problem?
  21. I think I found where to place the code to increase its range if it's a dual weapon (new). In status.c: // ----- HIT CALCULATION ----- // Absolute modifiers from passive skills #ifndef RENEWAL if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) base_status->hit += skill*2; #endif if((skill=pc_checkskill(sd,AC_VULTURE))>0) { #ifndef RENEWAL base_status->hit += skill; #endif if(sd->status.weapon == W_BOW) base_status->rhw.range += skill; } if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) { if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0) base_status->hit += 2*skill; if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) { base_status->hit += skill; base_status->rhw.range += skill; } }
  22. Hello Scylla, I'm interested on this topic so I'll be accompany you with this issue For the Range problem, have you tried adding a line to this section of pc.c ? case SP_ATTACKRANGE: switch (sd->state.lr_flag) { case 2: switch (sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: status->rhw.range += val; I'll let you know when I get to something. Cheers!
  23. Solved: Need to add them in script_constants.h
  24. Good day, I'm creating multiple new Status effects and they do work when activated via skill, but some are intended to be Status from Items such as Dex Food (12061,Dex_Dish01,Honey Grape Juice... sc_start SC_DEXFOOD,1200000,1; ...), problem is, my new Status are not being activated. The new items do not work. I've declared them in Status.h, Status.c (granting bonus Hit for example), including the Status icon image, plus edited stateiconimginfo, stateiconinfo and efstids files. Encountered an error of starting Stone Curse status effect instead of the one desired (new Status effect), and found out I needed to edit my db/const.txt file. Added the following at the end of the document: SC_BEASTER 1509 (1509 as the same number applied to SI_BEASTER within Status.h) This error apperas in Console: [Error]: status_change_start: invalid status change (1509)! I'm not exactly sure how I should be adding it to the db/const.txt file, or which number should I add after within the same file. Any help will be appreciated. Thanks in advance.
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