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Posts posted by malufett
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for shockwave
@skill.c
case HT_SHOCKWAVE: status_percent_damage(src, bl, 0, 15*skilllv+5, false); break;
and with the ugly dance
case DC_UGLYDANCE: rate = 5+5*skilllv; if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON))) rate += 5+skill; status_zap(bl, 0, rate); break;
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just comment out the SC_MANHOLE
@clif.c
if (sd->sc.count && (sd->sc.data[sC_TRICKDEAD] || sd->sc.data[sC_AUTOCOUNTER] || sd->sc.data[sC_BLADESTOP] || sd->sc.data[sC__MANHOLE] || sd->sc.data[sC_CURSEDCIRCLE_ATKER] || sd->sc.data[sC_CURSEDCIRCLE_TARGET] )) return;
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Where can I Found this?
you already found it...
BTW what are you trying to ask?
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awesome!!!
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Lowered the cost of Kafra services.
- Changed level 1~50 monster drops to include 'Fly Wings' in the drop table.
- Added exchange function for 'Lime Evenor' NPC where you can exchange 'Eden Group Mark' for a consumable item 'Eden Group Mark' with butterflywing-like function that can be used infinite number of times.
- Increased the item effectiveness of 'Apple', 'Banana', 'Potato' and 'Carrot' consumables.
tskk..wrong timing..this must be implemented next month..so that I can play overnight...
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@Euphy
hahaha...exactly...
@jharick
if your adjustment is greater than 100 @ level 1 there is no need to add -50..
but if you still confuse better use skillratio = X...
example
skilratio += 20 * skilll_lv = 20% per skill level = 120 @ lvl1, 140 @ lvl2or
skillratio = 100 + 20 * skilll_lv = 20% per skill level = 120 @ lvl1, 140 @ lvl2 -
because of arithmetic rules such as MDAS(Multiplication Division Addition and Subtraction)...
skillratio += -50+10*skill_lv;remember skillratio holds a default value 100 so we need to negate 50 from it before/after processing the other integer....
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wow its looks like im not the only one get same issue. but i got the alternative and working solution for it. @close23 try to remove the duplicate entry on skill.c and kiel card will work again. that's the best solution since they can't produce any fix for the not working kiel card effect.
wew...by removing it ground skill spamming is rampant...better edit your skill_cast_db.txt then remove its cooldown as easy as that....if you can't still understand what I've been explaining...well its your choice....
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try this
@skill.c
after
if( !fixed ) {
fixed = skill_get_cast(skill_id, skill_lv);
fixed = ( fixed > 1 ? ( fixed * 20 / 100 ) : 0 );
}
if( fixed && skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING )
fixed = fixed * x / 100;
change x to desired value[x%=100%]
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sounds great...Its just a test if it will work..so here the complete one...^^,
if( type ) { +sd->regen.rate.hp += 2; // boost 3 times clif_status_load(&sd->bl,SI_SIT,1); } else { +sd->regen.rate.hp = 1; // return to normal clif_status_load(&sd->bl,SI_SIT,0); }
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can I see the error or the compilation log?
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aw...I didn't say that put it on status.c..make sure you put it in the proper place...
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Couldn't compile with that code.
why does it not compile?
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I agree..however how can we make it possible??
IMO is to do something like this
bonusname,n,m,y,x;
where n is the variable to change like maxHP,SP,aspd, etc
m is a value where is a fixed value
y is a value that is a percentage value
then x is for the duration...
what do you think???
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what are you using PRE or RE??
if PRE then you need to modify the source by changing the char type to any variable type that has a greater max value than 127...
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you can't increase the maximum value for int variable..but you can change the variable type you use to either long or double type variable as for programming sake....
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@skill_db.txt
485,-2,6,1,-1,0x8,0,10,1,no,0,0,0,weapon,0, WS_CARTTERMINATION,Cart Terminationremove or change the blacken value...
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what is your server revision number?
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1. @skill.c
if( type ) { +sd->regen.rate.hp += 2; // boost 3 times clif_status_load(&sd->bl,SI_SIT,1); } else { clif_status_load(&sd->bl,SI_SIT,0); }
try it if it works.. ;D
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@status.c
case SC_RENOVATIO: if( --(sce->val4) >= 0 ) { status_heal(bl, status->max_hp * 3 / 100, 0, 2); sc_timer_next(5000 + tick, status_change_timer, bl->id, data); return 0; } break;
modify the
status->max_hp * 3 / 100- 1
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update you svn to the latest revision to get the fix for it...
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@battle.c the code for the perfect hit thingy
} else { //Check for Perfect Hit if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit) flag.hit = 1;
and for neglecting the perfect dodge..
from
if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 ) { //Check for Lucky Dodge wd.type=0x0b;
then change to
if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 && !sd->bonus.perfect_hit ) { //Check for Lucky Dodge wd.type=0x0b;
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just search SR_GATEOFHELL inside your battle.c exactly what is posted above..then modify to your liking...and don't forget to recompile..
Shockwave Trap and Ugly Dance
in Source Support
Posted
here is there definition
status_zap is used for only in manipulating hp/sp with a fixed value and w/o manipulating statuses like removing it or triggering something and also without walk delay in short silent manipulation...
while status_percentage_damage is manipulating hp/sp in a percentage value and it has an option if you want to kill the target or not when it takes all hp/sp...and also same with status_zap that it does't have walk delay/flinching animation