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Leehalt

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  1. You can also just as easily, flag your PVP maps as battle grounds. Which then has battle grounds damage configurations applied to it.
  2. - If only perfect hiding was fixed so that it actually works. I find that it doesn't work even against mobs.
  3. - Endure effect tested, doesn't work. - Further testing done on siren effect. Skill casts but no effect gets tagged upon the mob/player getting hit / tagged by said effect. - Going to test auto heal when under 10% hp next. - Also, is there any way to directly add the item to player inventory? Like MVP reward item thing... for this code: + if (skill = pc_checkskill(sd, NPC_GMPOWER)) + if (rnd()%10000 < 200 * skill) + mob_item_drop(md, dlist, mob_setdropitem(30050, 1), 0, 200 * skill, homkillonly);
  4. - Got to test this yesterday, our intended effect was for it to proc when we get hit not when we attack, any idea on how to restrict that? - Also, I just gave tick a 10 second duration, but it still doesn't kick in, I've no idea why. - Is this by any chance, the endure effect? I've yet to test this
  5. - By the looks of it, since it was added as int skill_additional_effect I'm guessing that it would naturally proc on both but as observed, would only last skill*2*100, which only lasted something like 0.2 seconds in the client, it was gone as soon as it casted, at lvl 10 to boot. For some weird reason, x*skill only does x*1? Did we miss calling some stuff? - I just noticed, since youre calling get_time2 for SC_VOICEOFSIREN, maybe that's the skill level its checking for?
  6. - Yeah, I didn't state that you were wrong, since I was yet to test it. It was highly constructive but without the requisite of the source code. - The reason why the passive was so strong is because I had to include multiple instances of skill types that were to be made passive. It would then be easier to understand and reproduce using the code from this skill as a reference. Thanks for your efforts in making the passive though. It's a really good reference. - Note: I've tested ASPD, reflect, and damage reduction yesterday, thanks for the hp/sp regen, walkspeed, voice of siren addition. I will test those today. - Thanks again for the reference, they're wonderful. [Edit] - Siren doesn't work, it procs when I attack them and nothing happens, is this what you meant by creating the SC? Doesn't VOS already have it's own? Ill try and fix this tomorrow after I get off work. - Things to test / make: Endure effect, HP recovery/s [non percentile], auto 50% heal when under 10% hp, monster drop custom item id
  7. - Nice idea, not quite as self explanatory as you think it is, i mean, if it was, wed have something more informative, not just data, since the data will always be there, just needs some processing. By the sound of it, you're not even sure if what you suggested works or will work. - Anyways, I'll go ahead and test your theory, thanks for the input! Logically, it should work, but... stuff happens. - Fun tid bit of information I found while investigating and experimenting your theory /*========================================== * Update selling value by skills *------------------------------------------*/ int pc_modifysellvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate = 0; if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) //OverCharge rate = 5+skill*2-((skill==10)? 1:0); if(rate) val = (int)((double)orig_value*(double)(100+rate)/100.); if(val < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; return val; } - Means some passives really need to BE made and coded. Not just addendum to functions. - Also, according to rule # 3 of this sections forum rules, in order for you to reply.... - In all technicalities, you're telling me that its so self explanatory that it invalidates all logic of me requesting a source code for said passive skill. Was that not the point of requesting here in source requests? - I realize I sound like a huge A-Hole, and I apologize. The point I'm trying to get across is if you don't have a tested way of implementing this, don't post. Test it, post an example source code and we can experiment from there. Thanks again for the input. It sort of helped, but no progress from there on end.
  8. • First note : http://rathena.org/wiki/Adding_new_skills has data on making Active / Casted skills. After reading through some of the source codes, I found close to nothing about the creation of permanent passive skills. • Second note : Passive weapon damage augment skills like Sword mastery, Two Hand Sword mastery, etc are empty skill ids, the only thing they do is have an ID and have a skill level which is then taken to battle.c to be processed like below case W_FIST: if((skill = pc_checkskill(sd,TK_RUN)) > 0) damage += (skill * 10); // No break, fallthrough to Knuckles case W_KNUCKLE: if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) damage += (skill * 3); break; case W_MUSICAL: if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) damage += (skill * 3); break; case w_fist means unarmed so its using tk_run "mastery" for damage increase, and if my understanding is correct, it will also increase knuckle damage o.o... but yeah, that's how it gets calculated, no informative data in skill.c at all, just an ID. • The request : So how do we add a passive skill that heals you 100 x skill level per X second? [ a passive form of tension relax that is always on. a skill version of bonus2 bHPRegenRate,n,x; item script ] The actual skill effect looks like this [PASSIVE] Max level 10 - permanent endure effect - +100% move speed - +50% attack speed - recover 100 x skill level hp per 500 ms - reflect 3 x skill level of melle damage - reflect 4 x skill level of range damage - reduce damage taken by 3 x skill level [class_all] - heal 50% of your hp if HP falls under 1 x skill level [10% at max leve] - 2 x skill level chance of getting item id 30050 whenever you kill a monster / player - 2 x skill level chance of charming enemies when hit [voice of siren effect] • Adding this data to the wiki would be extremely informative as it does not include information about passive skills. • The skill is meant to be put on a custom class for GM events, most of these effects can be replicated through item scripts but the goal here is to make a passive skill, that way we can just switch to a class and not need to prepare items that have the special effects.
  9. - What are we suppose to do with the encryption keys?
  10. - Would it not be better to use it on an item script? like a card that has bonus4 bAutoSpellOnSkill,s,x,l,n where S: is rapid shower, X is desperado, L is the level, N is the percent chance for it to take effect. - bonus4 bAutoSpellOnSkill,"GS_RAPIDSHOWER","GS_DESPERADO",10,100; - When the item with this script is equipped, whenever the skill rapid shower is casted, desperado lvl 10 is also casted.
  11. - Theres a problem with compiling stemming from revision 17541 to 17543 with the files [battle.c] [guild.c] [pc.c] [skill.c] [status.c] preventing a succesful compile... - This is what the compiler spews out on me. Using 2010 c++ express. \src\map\battle.c(342): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\battle.c(342): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\battle.c(1080): error C2065: 'SC_DARKCROW' : undeclared identifier \src\map\battle.c(1081): error C2065: 'SC_DARKCROW' : undeclared identifier \src\map\battle.c(1083): error C2065: 'SC_UNLIMIT' : undeclared identifier \src\map\battle.c(1084): error C2065: 'SC_UNLIMIT' : undeclared identifier \src\map\battle.c(3820): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\battle.c(3821): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\battle.c(3821): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\battle.c(3822): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\battle.c(3822): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\battle.c(3822): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\battle.c(3822): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\battle.c(3822): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\battle.c(3822): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\battle.c(3822): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\battle.c(3822): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\guild.c(1401): warning C4013: 'skill_blockpc_start_' undefined; assuming extern returning int \src\map\pc.c(1153): warning C4013: 'skill_cooldown_load' undefined; assuming extern returning int \src\map\skill.c(395): error C2065: 'SC_OFFERTORIUM' : undeclared identifier \src\map\skill.c(397): error C2065: 'SC_OFFERTORIUM' : undeclared identifier \src\map\skill.c(1491): error C2065: 'SC_DARKCROW' : undeclared identifier \src\map\skill.c(1494): error C2065: 'SC_ILLUSIONDOPING' : undeclared identifier \src\map\skill.c(6736): error C2065: 'SC_ANGEL_PROTECT' : undeclared identifier \src\map\skill.c(6736): error C2051: case expression not constant \src\map\skill.c(6736): error C2065: 'SC_MONSTER_TRANSFORM' : undeclared identifier \src\map\skill.c(6736): error C2051: case expression not constant \src\map\skill.c(6736): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\skill.c(6736): error C2051: case expression not constant \src\map\skill.c(6737): error C2065: 'SC_REBOUND' : undeclared identifier \src\map\skill.c(6737): error C2051: case expression not constant \src\map\skill.c(6737): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\skill.c(6737): error C2051: case expression not constant \src\map\status.c(562): error C2065: 'SC_DARKCROW' : undeclared identifier \src\map\status.c(578): error C2065: 'SC_OFFERTORIUM' : undeclared identifier \src\map\status.c(587): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\status.c(601): error C2065: 'SC_UNLIMIT' : undeclared identifier \src\map\status.c(626): error C2065: 'SC_KINGS_GRACE' : undeclared identifier \src\map\status.c(658): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\status.c(680): error C2065: 'SC_FRIGG_SONG' : undeclared identifier \src\map\status.c(707): error C2065: 'SC_ILLUSIONDOPING' : undeclared identifier \src\map\status.c(707): error C2065: 'SI_ILLUSIONDOPING' : undeclared identifier \src\map\status.c(707): error C2065: 'SI_ILLUSIONDOPING' : undeclared identifier \src\map\status.c(707): error C2065: 'SI_ILLUSIONDOPING' : undeclared identifier \src\map\status.c(752): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(910): error C2065: 'SC_REBOUND' : undeclared identifier \src\map\status.c(911): error C2065: 'SC_MONSTER_TRANSFORM' : undeclared identifier \src\map\status.c(960): error C2065: 'SC_REBOUND' : undeclared identifier \src\map\status.c(1063): error C2065: 'SC_KINGS_GRACE' : undeclared identifier \src\map\skill.c(8216): error C2065: 'SC_ANGEL_PROTECT' : undeclared identifier \src\map\skill.c(8216): error C2051: case expression not constant \src\map\skill.c(8216): error C2065: 'SC_MONSTER_TRANSFORM' : undeclared identifier \src\map\skill.c(8216): error C2051: case expression not constant \src\map\skill.c(8217): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\skill.c(8217): error C2051: case expression not constant \src\map\skill.c(8217): error C2065: 'SC_REBOUND' : undeclared identifier \src\map\skill.c(8217): error C2051: case expression not constant \src\map\skill.c(8217): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\skill.c(8217): error C2051: case expression not constant \src\map\status.c(3529): error C2065: 'SC_REBOUND' : undeclared identifier \src\map\status.c(4333): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(4388): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(4435): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(4488): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(4553): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(4603): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(4889): error C2065: 'SC_ILLUSIONDOPING' : undeclared identifier \src\map\status.c(4890): error C2065: 'SC_ILLUSIONDOPING' : undeclared identifier \src\map\status.c(5359): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(5389): error C2065: 'SC_REBOUND' : undeclared identifier \src\map\status.c(5752): error C2065: 'SC_FRIGG_SONG' : undeclared identifier \src\map\status.c(5753): error C2065: 'SC_FRIGG_SONG' : undeclared identifier \src\map\status.c(6803): error C2065: 'SC_OFFERTORIUM' : undeclared identifier \src\map\status.c(6806): error C2065: 'SC_OFFERTORIUM' : undeclared identifier \src\map\status.c(6806): error C2051: case expression not constant \src\map\skill.c(14127): error C2065: 'SC_OFFERTORIUM' : undeclared identifier \src\map\skill.c(14128): error C2065: 'SC_OFFERTORIUM' : undeclared identifier \src\map\skill.c(14129): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\skill.c(14130): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\skill.c(14503): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\skill.c(14504): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\skill.c(14504): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\skill.c(14504): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\status.c(8883): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(8883): error C2051: case expression not constant \src\map\status.c(8888): error C2065: 'SC_KINGS_GRACE' : undeclared identifier \src\map\status.c(8888): error C2051: case expression not constant \src\map\status.c(8893): error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier \src\map\status.c(8893): error C2051: case expression not constant \src\map\status.c(8897): error C2065: 'SC_OFFERTORIUM' : undeclared identifier \src\map\status.c(8897): error C2051: case expression not constant \src\map\status.c(8901): error C2065: 'SC_FRIGG_SONG' : undeclared identifier \src\map\status.c(8901): error C2051: case expression not constant \src\map\status.c(8907): error C2065: 'SC_FLASHCOMBO' : undeclared identifier \src\map\status.c(8907): error C2051: case expression not constant \src\map\status.c(8910): error C2065: 'SC_MONSTER_TRANSFORM' : undeclared identifier \src\map\status.c(8910): error C2051: case expression not constant \src\map\status.c(9205): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(9205): error C2051: case expression not constant \src\map\status.c(9869): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(9869): error C2051: case expression not constant \src\map\status.c(9870): error C2065: 'SC_REBOUND' : undeclared identifier \src\map\status.c(10926): error C2065: 'SC_FULL_THROTTLE' : undeclared identifier \src\map\status.c(10926): error C2051: case expression not constant \src\map\status.c(10933): error C2065: 'SC_KINGS_GRACE' : undeclared identifier \src\map\status.c(10933): error C2051: case expression not constant \src\map\status.c(10940): error C2065: 'SC_FRIGG_SONG' : undeclared identifier \src\map\status.c(10940): error C2051: case expression not constant ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== - Reverted to r17540, and is working just fine.
  12. - I have a similar problem with both files, except compiling fails due to the error. - error C2065: 'SC_TELEKINESIS_INTENSE' : undeclared identifier, there were more errors concerning different skills, lemme get the list one sec. >>> Update <<< - I'll post a new topic, since it seems to be a whole different kinda problem.
  13. - It's working nice and all, thanks for the info guys... just one thing, when a character equips one of my custom weapons that are listed in weapontable.lub, the ASPD becomes 0, oddly enough... Anyone know whats going on?
  14. - Thanks Nanaki, I'll try that now.
  15. - Yeah! something like that! Thanks, I will begin testing that. So for the target ill try set TK_MISSION_ID,1002; for poring, see if that works - Hah! They both work, thanks Emistry~ Now, is there any work around for having to relog everytime? The character needs to relog before the set command takes effect, @refresh or mapchange doesn't work.
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