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Davi

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Posts posted by Davi

  1. On 25/12/2017 at 2:42 PM, Playtester said:

    Yes that should work. If it doesn't work for stun, then paste all the code you have between "case SC_STUN:" and "break;".

    I did it, and doesn't work with "Stone", no time reduction by luk. this is the last Status that i need to change, the duration of Stone is 15 seconds with 1 or 300 of luk. 

  2. 16 hours ago, Playtester said:

    You didn't show me what code you put for the other status changes and I'm not going to write the full code for you. Just understand the changes I did to the code and apply the same changes to the other status changes.

    i copy and paste this part : 


    tick_def = status->luk*32;
                tick_def2 = 0; // Caster can increase final duration with luk
                break;

    i just did it.

  3. Hello guys, i'm having a problem when i try to delete a char. 
    in conf/char_athena.conf i put char_del_delay: 1, instead of 86400.

    I put the birthday option to delet the account too.

    But, when i try to delete the char, it ask for the email, then i digit the correct email and appear a message saying that the email was incorrect (always).

    i need to fix it, to delete a char using my birthday, and instantly. Can anyone help with this problem ? thanks.

     

    WhatsApp Image 2017-12-22 at 23.36.20.jpeg

  4. On 20/12/2017 at 12:21 AM, Davi said:

    I downloaded this tool, it ask about the renewal values, DEF:  
    but i don't know what to put, because i've never used this kind of tool.

    If you can help me more, i'll be grateful.

    I understood, i have to change DEF and MDEF manually one by one, thanks for the tool. 

  5. On 24/11/2017 at 7:38 PM, Playtester said:

    Well show me what code you put for the other status changes and I can tell you what's wrong.

    i tried the same code as freeze.

    Freeze status now is :
    case SC_FREEZE:
            if (status->luk >= 320)// This means if(Luk = 320) Player is immune.
                    return 0;
                sc_def = status->mdef*100;
                sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
                tick_def = status->luk*32;
                tick_def2 = 0; // Caster can increase final duration with luk
                break;

    Working perfectly like i want, now i need the same with the other status:
    Stun;

    Silence;

    Sleep;

    Stone curse;

    Blind.

    i need these status duration reducing according luk increase, and when luk is 320, immunity. 

     

    Thanks!

  6. 3 hours ago, TARTs said:

    Maybe some custom scripts of your is a problem. Try using clean lastest rAthena.

    i can't do it for now, i did so many customization in my emulator, i have it since 1yr. 

    I really need to fix it.

  7. Hello everyone, when someone log in account, they can't walk or click in npcs at the first time, we must have to teleport first to some area or map to walk and click normally.
    how can i fix this ?

    Thanks for now.

  8. On 23/11/2017 at 7:05 PM, Scanty said:

    Src/Map/skill.h

    
    #define MAX_SKILL_LEVEL 13 /// Max Skill Level (for skill_db storage)

    Change for your desired level.

    db/pre-re or re folder/skill_db.txt

    
    19,9,8,1,3,0,0,20,1:2:3:4:5:6:7:8:9:10:11:12:13:14:15:16:17:18:19:20,yes,0,0x2000,0,magic,0,0x0,	MG_FIREBOLT,Fire Bolt
    
    Skill Level: 20
    Hits: 20 (1:2:3:4:5:6...:20)

    If you wanna use in item or something: 

    
    { skill "MG_FIREBOLT",lvl,flag(ifyouwant); } or { skill id,lvl,flag(ifyouwant);}
    
    *skill <skill id>,<level>{,<flag>};
    *skill "<skill name>",<level>{,<flag>};
    *addtoskill <skill id>,<level>{,<flag>};
    *addtoskill "<skill name>",<level>{,<flag>};
    
    These commands will give the invoking character a specified skill. This is also 
    used for item scripts.
    
    Level is obvious. Skill id is the ID number of the skill in question as per 
    'db/(pre-)re/skill_db.txt'. It is not known for certain whether this can be used to give 
    a character a monster's skill, but you're welcome to try with the numbers given 
    in 'db/(pre-)re/mob_skill_db.txt'.
    
    Flag is 0 if the skill is given permanently (will get written with the character 
    data) or 1 if it is temporary (will be lost eventually, this is meant for card 
    item scripts usage.).  The flag parameter is optional, and defaults to 1 in 
    'skill' and to 2 in 'addtoskill'.
    
    Flag 2 means that the level parameter is to be interpreted as a stackable 
    additional bonus to the skill level. If the character did not have that skill 
    previously, they will now at 0+the level given.
    
    Flag 3 is the same as flag 1 in that it saves to the database.  However, these skills
    are ignored when any action is taken that adjusts the skill tree (reset/job change).
    
    Flag constants:
    	0 - SKILL_PERM
    	1 - SKILL_TEMP
    	2 - SKILL_TEMPLEVEL
    	3 - SKILL_PERM_GRANT
    
    // This will permanently give the character Stone Throw (TF_THROWSTONE,152), at 
    // level 1.
        skill 152,1,0;

    Display into skill tree

    db/pre-re or re folder/skill_tree

    
    2,19,10,0,0,0,0,0,0,0,0,0,0 //MG_FIREBOLT#Fire Bolt#

    10 = Level, change to your desired level.

     

    Open grf editor and your grf > data/luafiles514/lua files/skillinfoz/skillinfolist.lub

    
    	[SKID.MG_FIREBOLT] = {
    		"MG_FIREBOLT",
    		SkillName = "Fire Bolt",
    		MaxLv = 10,
    		SpAmount = { 12, 14, 16, 18, 20, 22, 24, 26, 28, 30 },
    		bSeperateLv = true,
    		AttackRange = { 9, 9, 9, 9, 9, 9, 9, 9, 9, 9 }
    	},

    Change the max level

     

    Save all and compile.

    I did everything exactly like this, but appeared another problem, for ADM account, it worked and the max skill level is 20, but in normal account, the skill works normally, but doesn't appear lvl 20, just lvl 10. the pictures below i'll explain better: 
    image.thumb.png.4dce0fb816f32c31340c194040c24c38.png

    screenZuero Server026.jpg

  9. Hello, i'm having a specific problem about monsters defense and the damage that i do.
    my server is in pre-re, but i bring the renewal mobs inside.

    when i do a normal hit (no critical) in some mobs, the damage is between 50~300, but the skill damage or critical damage has the normal damage, between 2000~5000, it happens with some physical skills like skyne elbow.

    if anyone can help, tell me a way, this problem is ocurring when i hit a gilhotine cross or a ranger.

    thanks!

    These pictures explain what i'm trying to speak:

     

    screenZuero Server021.jpg

    screenZuero Server022.jpg

  10. Hello people, i need help in this case, i want to increase the level os some skills, and number of hits too.

    The skills are: fire/cold/lightning bolt and juptel thunder.

    I want to increase 10 levels and 10 hits for each skill.

    Like this: fire/cold/lightning bolt At level 20 = 20 Hits

    Juptel thunder lvl 20 = 22 Hits.

  11. His explanation does not worked for me, maybe i didn't understant him.  i did the alteration but nothing has changed.
     

     

    Now it's worked, exactly in luk320 i can't freeze, but if i have 319luk i freeze for long time, now i need to increase the time of freeze according luk decrease.

     

    if anyone can help with this, i'll be gratefull.
     

  12. Hello people !

    When a character get freeze, stun or stone curse effect, it takes so much time to end.
    I need to reduce this time according the luk of the player that receive this atack/status.

    If the player has luk 300,  the time has to be almost nothing, like 100 milliseconds, 310luk= 50 milliseconds, 320luk= no freeze/stun/stone cursed.

    Thanks for now.

  13. Thanks so much, it worked but, there is another little problem, when i use the skill, sometimes casts 2hits at the same time. (the 2 first hits, 2 last hits, or both)

    Is possible to make the same time always exactly ? 

    Obs: i changed 651 to 300.

    Thanks!


  14. Olá, bom dia/noite a todos, alguém poderia me informar onde e como eu poderia alterar a velocidade dos hits da skill chain lightning do Warlock ?
    O problema não é com o delay/cooldown/cast, o problema é a velocidade com que os 4 hits de uma skill usada acertam o inimigo, eu gostaria de que esses 4 hits fossem mais rápidos.

    Agradeço desde já..

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