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Posts posted by Shade
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Hi,
I tried searching for the knockback calculation for Phantasmic Arrow in both skill.c and battle.c but couldn't find it. Does anyone know where it is located?
Thanks,
Shade
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status.c
find:
/* Other SC which are not necessarily associated to skills */
add above
StatusIconChangeTable[SC_STONE] = SI_STONE; StatusIconChangeTable[SC_FREEZE] = SI_FREEZE; StatusIconChangeTable[SC_STUN] = SI_STUN; StatusIconChangeTable[SC_SLEEP] = SI_SLEEP; StatusIconChangeTable[SC_POISON] = SI_POISON; StatusIconChangeTable[SC_CURSE] = SI_CURSE; StatusIconChangeTable[SC_SILENCE] = SI_SILENCE; StatusIconChangeTable[SC_CONFUSION] = SI_CONFUSION; StatusIconChangeTable[SC_BLIND] = SI_BLIND; StatusIconChangeTable[SC_DPOISON] = SI_DPOISON;
It is not necessary to do this. It will still work without it.
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Hi!
I have this custom status called SC_PERFECTAIM that reduces casting time on Falcon Assault ONLY by 100%. I tried adding in skill.c the following (in between the ---Shade--- lines) but it didn't work:
int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) { struct status_change *sc = status_get_sc(bl); struct map_session_data *sd = BL_CAST(BL_PC,bl); int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; if( time < 0 ) return 0; if( bl->type == BL_MOB ) return (int)time; if( fixed == 0 ){ fixed = (int)time * 20 / 100; // fixed time time = time * 80 / 100; // variable time }else if( fixed < 0 ) // no fixed cast time fixed = 0; //---------------------------------------Shade----------------------------------------------------------------------------- if (sc->data[SC_PERFECTAIM]) { VARCAST_REDUCTION(100); status_change_end(bl, SC_PERFECTAIM, INVALID_TIMER); } //---------------------------------------Shade----------------------------------------------------------------------------- if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses. if( sd->bonus.varcastrate < 0 ) VARCAST_REDUCTION(sd->bonus.varcastrate); if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast time += sd->bonus.add_varcast; if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast fixed += sd->bonus.add_fixcast; for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast fixed += sd->skillfixcast[i].val; break; } for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ ) if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast time += sd->skillvarcast[i].val; break; } for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate VARCAST_REDUCTION(sd->skillcast[i].val); break; } for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ ) if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate fixcast_r = sd->skillfixcastrate[i].val; // just speculation break; } } if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) { // All variable cast additive bonuses must come first if (sc->data[SC_SLOWCAST]) VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); if( sc->data[SC__LAZINESS] ) VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2); // Variable cast reduction bonuses if (sc->data[SC_SUFFRAGIUM]) { VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2); status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); } if (sc->data[SC_MEMORIZE]) { VARCAST_REDUCTION(50); if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); } if (sc->data[SC_POEMBRAGI]) VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2); if (sc->data[SC_IZAYOI]) VARCAST_REDUCTION(50); if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER)) VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells. if( sc->data[SC_TELEKINESIS_INTENSE] ) VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2); // Fixed cast reduction bonuses if( sc->data[SC_SECRAMENT] ) fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP ) fixcast_r = max(fixcast_r, 5 + skill_lv * 5); // Fixed cast non percentage bonuses if( sc->data[SC_MANDRAGORA] ) fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2; if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] ) fixed -= 1000; if (sc->data[SC_DANCEWITHWUG]) fixed -= fixed * sc->data[SC_DANCEWITHWUG]->val4 / 100; if( sc->data[SC_HEAT_BARREL] ) fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2); if (sc->data[SC_IZAYOI]) fixed = 0; } if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) ); fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); } if( varcast_r < 0 ) // now compute overall factors time = time * (1 - (float)varcast_r / 100); if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time; // underflow checking/capping time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0); return (int)time; } #endif
How do I set it so that it would specifically remove cast time on ONE SKILL ONLY without affecting others?
Thanks in advance,
Shade
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i already follow all ur step
but it seem the icon not show up
just as Shade said, change everything UNDEAD to CHANGEUNDEAD, also on cons.txt also on .tga files and also on all lua/lub files and it should work o: i had the same problem of you
are you getting any errors when you open your client or something?
Shade ty awsm guide i luv it and it's working >:3!!
Thanks for the confimation and I'm glad you like it.
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So many different opinions as expected.
How about this, players have to kill about 20 monsters their level on average to level up. What rate should that be?
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yes you should be able, are you talking about the option part?
Just to be clear, if you use Stone Curse VISUAL effect, you won't be immobile right? Since you're only taking the visual effects.
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Hey guys,
I've made a HEAVILY customized server (especially in the skill) and it is really close to completion (will be open for closed beta soon-ish).
I wanted to introduce the server to rA.
Unfortunately, since I made major change on the EXP table instead of the rates (still x1 for all), I don't know what category of server does it belongs.
It is not that hard to level up but then again, it is not easy either.
Most of the heavy modification is done on existing skills and so far there are no custom skills added.
I don't know if I should put it under projects.
Let me know what you think.
Thanks,
Shade
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This is nice!
Does it mean we can use the visual effect like (Stone Curse/Poison) on a custom status? -
Well this is odd, what do you have with :
ls -la config.log
Hey Lighta,
ls: cannot access config.log: No such file or directory
I tried adding in config.log from my old revision (before I updated it to the latest) and give the server permission and it still didn't work.
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Hi,I have a problem while compiling:./configure: line 1815: config.log: Permission denied ./configure: line 1825: config.log: Permission denied
I am using root permission and my configure run without any problems or error.Thanks,ShadeI can compile manually, just now on the host for some reason. Should not be related to any rA changes.
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Hi,
I remember long long time ago, I've seen a free release of these two mob sprites (Prontera guard and Geffen Guard), does anyone know if it is still around?
Thanks,
Shade
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I got it working. It looks great so far (no errors).
Do you guys have the shortcut keys and controls guide yet?
I managed to add/edit objects and texture but I couldn't move the camera.
Do we have to recalculate shadow?
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Hi,
I'm planning to copy the effect of Assumptio on my custom status. But I couldn't make the visual effect stay. Is there anyway to make it stay when my status effect is on and goes away when its off?
Right now I'm using this on my SC_CUSTOMSTATUS:
clif_specialeffect(&sd->bl,375,AREA);
Looking forward to your reply.
Thanks,
Shade
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Read this
========================| 5. AutoSpell Bonuses |========================NOTES:- For all AutoSpell bonuses, target must be within the spell's range to go off.- By default, AutoSpell skills are casted on target unless it is a self or support skill (inf = 4/16).bonus3 bAutoSpell,sk,y,n; Adds a n/10% chance to cast skill sk of level y when attackingbonus3 bAutoSpellWhenHit,sk,y,n; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attackbonus4 bAutoSpell,sk,y,n,i; Adds a n/10% chance to cast skill sk of level y when attackingbonus5 bAutoSpell,sk,y,n,bf,i; Adds a n/10% chance to cast skill sk of level y when attacking with trigger criteria bfbonus4 bAutoSpellWhenHit,sk,y,n,i; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attackbonus5 bAutoSpellWhenHit,sk,y,n,bf,i; Adds a n/10% chance to cast skill sk of level y when being hit by a direct attack with trigger criteria bfi provides additional options (bitfield):&0 = cast on self&1 = cast on enemy&2 = use random skill level in [1..y]&3 = 1+2 (random level on enemy)bonus4 bAutoSpellOnSkill,sk,x,y,n; Adds a n/10% chance to autospell skill x at level y when using skill skbonus5 bAutoSpellOnSkill,sk,x,y,n,i; Adds a n/10% chance to autospell skill x at level y when using skill ski provides additional options (bitfield):&1 = forces the skill to be casted on self, rather than on the target of skill sk&2 = random skill level in [1..y] is chosenI meant the Sage's Autocast not the item script autospell. Sorry for not being clear.
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im used
2010 client and used lua maybe not support
btw thanks
I'm using 2010 client as well. That's odd.
I made everything right, compilet withouth errors, but doens't show on client, i've tryin to put like on tutorial and use your own grf
What client are you using?
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Hi,
Does anyone know how to change/add trigger on autospell skill (not itemscript but the skill that sages have)? I'm trying to make it trigger when you're attacked by enemy (both melee and ranged physical damage). But I'm not sure where to start.
Thanks,
Shade
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1003
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i already follow all ur step
but it seem the icon not show up
I can only say that the client is not reading the lua files. Make sure it reads lua before lub.
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rathena svn latest also got error this
status.h:1491: error: redeclaration of enumerator 'SI_UNDEAD'status.h:808: note: previous definition of 'SI_UNDEAD' was heremake[1]: *** [obj_sql/map.o] Error 1Ah, seems like an easy fix. Change ALL of the SI_UNDEAD to SI_CHANGEUNDEAD.
Let me know if it works for you.
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So beautiful. *manly tears*
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Hi,
Is there a way to force players to capitalize the first letter of their name and the rest would be lowercase.
For example:
Good names:
Shade
Rathena
Forum
Bad names (not allowed to use):
ShadE
rAthena
FoRuM
Since I only allow "abcdefghijklmnopqrstuvwxyz", I would prefer if the server would automatically make the first letter to be uppercase the rest is lowercase.
Thanks,
Shade
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Damn, that looks cool.
Have you guys done the Konoha 4 Kage's Head yet? -
SI_ like a bundle from client
when you execute for example SI_BANDING, it will give you banding icon and banding effect
Hey Kichi, I don't get it. Since not all statuses have "SI_" how are they defined?
How does the client know to put in that status effect visuals on the character?
I wanted to use the Stone Curse visual effects (character turn black) on my custom status but there are no such thing as SI_STONECURSE.
How do I put in the effect?
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I'm using Hercules. i guess it's not compatible at the moment
I have zero knowledge on Hercules, but based on the error, it is just stating that there are no such thing as bleeding status. What you can do is to delete any lines that are related to bleeding. See if this works for you.
error sir im used svn 17072
Do you mind posting the error message?
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[Solved] Dodge Calculation
in Source Support
Posted
Hi,I'm looking forward to change default Dodge Rate (%) but I couldn't find it. Does anyone know where is it located?Thanks in advance,ShadeNevermind, found it in battle.c