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Posts posted by Tyler
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Can I help with these? I like to do this work for my server too.
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<skill.h>
After:
ALL_SONKRAN,
Added this:
MG_EARTHBOLT = 700,
<skill.c>
In int skill_attack, added this:
if (!(flag&2) && ( skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT || skillid == MG_EARTHBOLT
In int skill_castend_damage_id, after:
case MG_LIGHTNINGBOLT:
Added this:
case MG_EARTHBOLT:
Changed:
case HVAN_CAPRICE: //[blackhole89] { int ran=rnd()%4; int sid = 0; switch(ran) { case 0: sid=MG_COLDBOLT; break; case 1: sid=MG_FIREBOLT; break; case 2: sid=MG_LIGHTNINGBOLT; break; //case 3: sid=WZ_EARTHSPIKE; break; case 3: sid=MG_EARTHBOLT; break; } skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL); } break;
Changed:
case SA_AUTOSPELL: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) clif_autospell(sd,skilllv); else { int maxlv=1,spellid=0; static const int spellarray[4] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT,MG_EARTHBOLT };
In int skill_castend_id changed:
if(ud->skillid != SA_CASTCANCEL && !(ud->skillid == SO_SPELLFIST && (sd && (sd->skillid_old == MG_FIREBOLT || sd->skillid_old == MG_COLDBOLT || sd->skillid_old == MG_LIGHTNINGBOLT || sd->skillid_old == MG_EARTHBOLT))) ) {// otherwise handled in unit_skillcastcancel() if( ud->skilltimer != tid ) { ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); ud->skilltimer = INVALID_TIMER; return 0; }
In int skill_autospell changed:
if(skillid==MG_NAPALMBEAT) maxlv=3; else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT || skillid==MG_EARTHBOLT){
In int skill_stasis_check
After:
case SL_KAITE:
Added:
case MG_EARTHBOLT:
<battle.c>
After:
case MG_LIGHTNINGBOLT: { struct status_change *sc = status_get_sc(src); if ( sc && sc->count ) { if ( sc->data[sC_SPELLFIST] && (!sd || !sd->state.autocast) ) { skillratio += (sc->data[sC_SPELLFIST]->val4 * 100) + (sc->data[sC_SPELLFIST]->val2 * 100) - 100; ad.div_ = 1; ad.flag = BF_WEAPON|BF_SHORT; ad.type = 0; } if( sc->data[sC_GUST_OPTION] ) skillratio += skillratio * sc->data[sC_GUST_OPTION]->val2 / 100; } } break;
Added this:
case MG_EARTHBOLT: { struct status_change *sc = status_get_sc(src); if ( sc && sc->count ) { if ( sc->data[sC_SPELLFIST] && (!sd || !sd->state.autocast) ) { skillratio += (sc->data[sC_SPELLFIST]->val4 * 100) + (sc->data[sC_SPELLFIST]->val2 * 100) - 100; ad.div_ = 1; ad.flag = BF_WEAPON|BF_SHORT; ad.type = 0; } } }
MY IDEA:
I'd like to do a bolt skill type using the earth element. With the effect of EARTH SPIKE skill, I'd like a bolt to hit 9 times just like the others bolt skills casting this effect 9 times too.
It's possible? Or in other case just casting 1 time the effect and 9 hits skill.
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I can paste my code here for you to take a look?
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What is the best ID for new entries for customized skills, in this tutorial (http://rathena.org/wiki/Custom_skill) which is very old, the author says that the best entry is the 545, but the entry 545 is already being used.
So I search on the file <skill.h> ID's and discovered that the last ID used skill is the skill ALL_SOKRAN (ID: 699). KN_CHARGEATK is the next entry (ID: 1001).
So I followed the tutorial 'customized skills' and create the ability MG_EARTHBOLT for my server with the ID: 700.
So the skill is shown in game but it is only in passive mode, I can't use that.
So I think the problem is with ID's, does anyone know the best entry?
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And where can I see the ID's available to create a custom skill?
Because to me the ID 700 was completely empty and could be used in the SRC.
I have seen no signs of future skills there.
Because soon appear on 1001's of other ID skills. So how could I know?
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Why did you choose the ID 998 instead of the ID 700 (which is the last valid entry for SkillID's after ALL_SONKRAN)?
Just a doubt.
Sorry for my bad english.
Fallen Season Prontera by Olrox
in Maps & 3D Resources Downloads
Posted
Your works are so adorable! Good job Olrox.