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Ice Bear

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Posts posted by Ice Bear

  1. On 6/6/2013 at 8:02 PM, Encon said:

     

     

     

    Super late, but rawr. Modified patch file attached to this post.

     

    (Leave enable_extra_bonus as 2 for this to work)

     

    Right now it works with up to 90 bonus effects, but it's easy to edit it to allow for more if you need to. First 30 bonuses in the db/extra_bonuses.txt file apply to the EXTRA_BONUS variable, next 30 bonuses apply to EXTRA_BONUS2, next 30 apply to EXTRA_BONUS3. Make sure you leave all the blank {} lines, otherwise it'll mess things up since it relies on the empty bonuses to know where the next variable starts.

     

    Inside conf/battle/player.conf:

     

    extra_bonus_count1: 30 // EXTRA_BONUS
    extra_bonus_count2: 30 // EXTRA_BONUS2
    extra_bonus_count3: 30 // EXTRA_BONUS3
     
    That sets how many lines it'll count for each variable, that's just random optimizing in case you use less than 30 each. I'm sure it barely makes a difference but I'm tired and it seemed like a good idea at the time so leave me alone. ? You can probably just leave them at 30 I guess, I dunno. As a note, even if you set it to less than 30, the EXTRA_BONUS2 variable will still start from the 31st bonus line, so don't erase the empty {} lines or anything. This just tells the server to skip to the next variable once it hits the max amount for the current one.
     
    The EXTRA_BONUS variables use those bitwise number things that moneymuch mentioned, so when you set the variables it's like...uh...
    1 = first bonus line
    2 = second bonus line
    4 = third bonus line
    8 = fourth bonus line
    etc.
    6 = 4+2 = second and third bonus lines
    7 = 4+2+1 = first, second and third bonus lines
    etc.
     
    Holy crap I'm so tired...this is the worst explanation ever.
     
    Anyways yeah. Don't hate pl0x, I know I could have done it better but I'm too tired/lazy to really care, and as long as it works I'm happy. :x
     
    (Almost guaranteed that I'll forget to ever check this for replies, but uh...yeah...)

    Extra_Bonuses.patch 6.9 kB · 84 downloads

    1 unresolved externals...

  2. doesnt work anymore because of the update in npc_shop_discount() **** BUT MANAGE TO FIX JUST COMMENT THAT ONE

    old : bool npc_shop_discount(enum npc_subtype type, bool discount) {

    new : bool npc_shop_discount( struct npc_data* nd ){

    manage to fix i guess just comment out this one.

    //nd->u.shop.discount = is_discount > 0; << THIS ONE

    • Upvote 1
  3. you can add new effects in it. it really shows little or few effect list but it doesnt mean that is the limit.

     

    for the status one refer to sc_hiding.

     

    for the direction krane is right then why not change dir while casting the skill.

     

    you can do it bro.

  4. On 3/19/2019 at 9:49 AM, Anta said:

    Hello guys, i'm newbie in the community, so i don't know if my post is in the correct section.

    Yesterday i implemented multi-hit critical damage, then i started to check some skills, in fact everything Works fine, but i think that maybe there's a bug with Sharp Shooting.

    It's supposed that Sharp Shooting Will deal a critical damage if you have a high critical rate, but the skill doesn't do something like that.

    I tested in my server, and also i tried in a local server with the last emulator update, because i believed that maybe the bug appears when i applied the multi-hit critical patch, but it doesn't.

    First this's on my server:

    And this's on the local server with the last emulator update:

     

    Like you can see, Sharp Shooting can't do a critical damage, and because of that anything that increases critical damage like the paper card, temporal boots LUK, or anything else doesn't boost the damage. 

    Excuse me for my bad english.

    Forget it. i already solved it.

    how do you solve it.

    ???

  5. I am trying to make tetra unlimited version that you can cast tetra and retain the element ball in the character

    in skill.cpp i try to disable this

    status_change_end(src, static_cast<sc_type>(spheres), INVALID_TIMER);

     it worked but the balls animation still removed

    unlike with release skill it retain even i remove this 

    status_change_end(src, static_cast<sc_type>(spheres), INVALID_TIMER);

    any ideas to retain element ball in tetra vortex?

  6. Error Message From Nydhogs Instance Script
    
    [Warning]: script:get_val: cannot access instance variable ''ins_nyd2', defaulting to 0
    [Error]: script_set_reg: cannot write instance variable ''ins_nyd2', NPC not in a instance!
    [Debug]: Source (NPC): Murdered Yggdrasilid#1F at 1@nyd (213,277)
    [Error]: buildin_instance_npcname: Invalid instance NPC (instance_id: 0, NPC name: "ins_nyd_1f_timer".)
    [Debug]: Source (NPC): Murdered Yggdrasilid#1F at 1@nyd (213,277)
    
    Part of the script that give the error
    
    if (is_party_leader() == true) {
    mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms of the Sanctuary will start immediately.";
    			next;
    			mes "[World Tree Yggdrasil]";
    			mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.";
    			next;
    			mes "[World Tree Yggdrasil]";
    			mes "The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens...";
    			next;
    			mes "[World Tree Yggdrasil]";
    			mes "30 minutes... that's the limit of my powers. Please hurry.";
    			next;
    			mes "[World Tree Yggdrasil]";
    			mes "And... Be careful... Be careful of the shadow's power.";
    			'ins_nyd2 = ins_nyd2 = 1;
    			donpcevent instance_npcname("ins_nyd_1f_timer")+"::OnEnable";
    			donpcevent instance_npcname("nyd_call_mon_1")+"::OnEnable";
    			close;
    
    link of the script - https://github.com/rathena/rathena/blob/master/npc/instances/NydhoggsNest.txt

     

    • Upvote 1
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