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Find: for (i = 0; i < MAX_MOB_DROP_TOTAL; i++) { if (mob->dropitem[i].nameid == 0 || mob->dropitem[i].rate < 1) continue; std::shared_ptr<item_data> id = item_db.find(mob->dropitem[i].nameid); if (id == nullptr) continue; int droprate = mob_getdroprate( &sd->bl, mob, mob->dropitem[i].rate, drop_modifier ); sprintf(atcmd_output2, " - %s %02.02f%%", item_db.create_item_link( id ).c_str(), (float)droprate / 100); strcat(atcmd_output, atcmd_output2); if (++j % 1 == 0) { clif_displaymessage(fd, atcmd_output); strcpy(atcmd_output, " "); } } if (j == 0) clif_displaymessage(fd, msg_txt(sd,1246)); // This monster has no drops. else if (j % 3 != 0) clif_displaymessage(fd, atcmd_output); // mvp if( mob->get_bosstype() == BOSSTYPE_MVP ){ float mvppercent, mvpremain; sprintf(atcmd_output, msg_txt(sd,1247), mob->mexp); // MVP Bonus EXP:%llu clif_displaymessage(fd, atcmd_output); strcpy(atcmd_output, msg_txt(sd,1248)); // MVP Items: mvpremain = 100.0; //Remaining drop chance for official mvp drop mode j = 0; for (i = 0; i < MAX_MVP_DROP_TOTAL; i++) { if (mob->mvpitem[i].nameid == 0) continue; std::shared_ptr<item_data> id = item_db.find(mob->mvpitem[i].nameid); if (id == nullptr) continue; //Because if there are 3 MVP drops at 50%, the first has a chance of 50%, the second 25% and the third 12.5% mvppercent = (float)mob->mvpitem[i].rate * mvpremain / 10000.0f; if(battle_config.item_drop_mvp_mode == 0) { mvpremain -= mvppercent; } if (mvppercent > 0) { j++; if (j == 1) { sprintf(atcmd_output2, " %s %02.02f%%", item_db.create_item_link( id ).c_str(), mvppercent); } else { sprintf(atcmd_output2, " - %s %02.02f%%", item_db.create_item_link( id ).c_str(), mvppercent); } strcat(atcmd_output, atcmd_output2); } } if (j == 0) clif_displaymessage(fd, msg_txt(sd,1249)); // This monster has no MVP prizes. else clif_displaymessage(fd, atcmd_output); } } return 0; } my Code
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Hello i want to push the trap in GvG plz tell me how to fix it Thank you so much.
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Please Help Me Trap Skill Trap damage damage doesn't overlap. For example, I used my Arrow Shower skill to flick a total of 5 Traps in order to lunge at a monster to die in 5 hits, but the result was the damage dealt. Just 1 hit, even though I'm using Arrow Shower skill to eject a total of 5 Traps, should deal 5 damage in one place at the same time.
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bowling bash like this, what should I do? SRC ? thank
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Ask for advice on how to adjust the skill range BOWLINGBASH 3 * 6.
kidsada posted a question in Source Support
Ask for advice on how to adjust the skill range BOWLINGBASH 3 * 6. Is it correct? please recommend if you have other ways to change it. I'm newbie. Thank you !! // Splash around target cell, but only cells inside area; we first have to check the area is not negative // KN_BOWLINGBASH 3*6 ช่อง if((max(min_x,tx-3) <= min(max_x,tx+3)) && (max(min_y,ty-0) <= min(max_y,ty+6)) && (map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) { // Recursive call map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id); // Self-collision Find a person to do src as needed cm ib ++!! -
Kaite Effect Coats a single target with a spiritual energy that will damage magic incoming calls. However it also increases physical damage taken by 400% https://irowiki.org/wiki/Kaite Thank you !!
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edit // agi: 1 point add up Attack speed (ASPD) (~ 0.3%). please.
kidsada posted a question in Source Requests
edit // agi: 1 point add up Attack speed (ASPD) (~ 0.3%). please. edit // dex: 1 point add up Attack speed (ASPD) (~ 0.1%). please. -
edit ASPD check? / agi (About 4 points, add 1 ASPD) other
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edit // Int: 1 point decreases the variable casting time (~ 0.2%).
kidsada replied to kidsada's question in Source Requests
closed mode // #define RENEWAL_CAST can you Edited // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _CONFIG_RENEWAL_H_ #define _CONFIG_RENEWAL_H_ //quick option to disable all renewal option, used by ./configure //#define PRERE #ifndef PRERE /** * rAthena configuration file (http://rathena.org) * For detailed guidance on these check http://rathena.org/wiki/SRC/config/ **/ /** * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder **/ /// Game renewal server mode /// (disable by commenting the line) /// /// Leave this line to enable renewal specific support such as renewal formulas #define RENEWAL /// Renewal cast time /// (disable by commenting the line) /// /// Leave this line to enable renewal casting time algorithms and enable fixed cast bonuses. /// See also default_fixed_castrate in conf/battle/skill.conf for default fixed cast time (default is 20%). /// Cast time is altered be 2 portion, Variable Cast Time (VCT) and Fixed Cast Time (FCT). /// By default FCT is 20% of VCT (some skills aren't) /// - VCT is decreased by DEX * 2 + INT. /// - FCT is NOT reduced by stats, reduced by equips or buffs. /// Example: /// On a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a FCT //#define RENEWAL_CAST /// Renewal drop rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item drop rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied /// Based on the http://irowiki.org/wiki/Drop_System#Level_Factor table #define RENEWAL_DROP /// Renewal exp rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item exp rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied #define RENEWAL_EXP /// Renewal level modifier on damage /// (disable by commenting the line) /// // Leave this line to enable renewal base level modifier on skill damage (selected skills only) #define RENEWAL_LVDMG /// Renewal ASPD [malufett] /// (disable by commenting the line) /// /// Leave this line to enable renewal ASPD /// - shield penalty is applied /// - AGI has a greater factor in ASPD increase /// - there is a change in how skills/items give ASPD /// - some skill/item ASPD bonuses won't stack //#define RENEWAL_ASPD /// Renewal stat calculations /// (disable by commenting the line) /// /// Leave this line to enable renewal calculation for increasing status/parameter points #define RENEWAL_STAT #endif #endif // _CONFIG_RENEWAL_H_