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franboise

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  1. because i want renewal casting specially the delays. the reason why i want to remove 20% is because of some item bonuses for example about the glorious fist even that its refine above +9 still cant use the ASURA no cast. sorry for my bad english
  2. good day to all i just want to know guys if you can help me on this when im using old rathena SVN version even that i enabled renewal casting i can implement the no casting method what i did is just tweak this part. i just remove the 20% fixed casting int fixed = skill_get_fixed_cast(skill_id, skill_lv); if( !fixed ) { fixed = skill_get_cast(skill_id, skill_lv); fixed = ( fixed > 1 ? ( fixed * 20 / 100 ) : 0 ); } but in new SVN they have change this part. so that is my question. is there a way to remove that 20% casting on new version? i hope you guys can help me.
  3. yeah i have the DATA.INI i know about that thing. it reads my GRF first 100%. what are the files that the KRO have that PRO dont have? this is the only thing confuses me T_T. do you have idea about the files that give map icon and that effect? because about the effect i know its about the texture but even if i copy the whole texture file still nothing. T_T problem solve the problem is the way of extracting it. just use ansi option. anyway thx for your help
  4. i extracted the whole folder of texture,sprite,lua,luafiles514 then put it on my GRF but still not fixed that.
  5. I think that is not the problem. because i have already tried that. i tried puting texture,effect,sprite file from KRO to my GRF but still the same. thats why im very confuse to what file i need to transfer to my GRF. and also the map icon is not from kagerou file right.
  6. guys see my screenies its about my GRF. Guys this is my screenshot where i am using the data.grf on PRO(philippine ragnarok online official) as you can see there is no effect on the skill and no icons on minimap. and here is my screenshot where i am using data.grf on KRO this grf has effect on skill and has icons on map. thats my problem guys i want the data.grf of PRO to also have the icon and effect. can anyone help me pls.
  7. i tried what you said but nothing happen. anyways i solved it by adding this to may SRC http://pastebin.com/2sDnEnk2 this is much easy than the job_db1 method. thx for the reply.
  8. is there a way to increase HP rate of single job? i search all related thread for this problem but the job_db1 is not working here is what i did. i tried on gunslinger job i change the hp factor and mutiplicator. but still the same hp. anyone can help me pls? sorry my bad english.
  9. yup already did. and still nothing happen. i tried to change misc to weapon. nothing happens and for experiment tried change to none and still nothing happens. BUMP
  10. to be specific eurydice is right. what i want is enable card bonuses on acid demo skill like abyssmal,hydra,etc. @clydelion i tried that already but nothing happens. can you help me guys? anyway this idea comes from official server (philippine ragnarok online) there acid bomb affect by abyssmal and hydra.
  11. guys can you help me about acid demonstration skill? how can i enable card bonus like abyssmal,hydra etc on acid demonstration? anyone?
  12. thx boss. try ko po pag uwi. pm kita kung working po. salamat po not working po. na try ko di po i change sa lahat ng type. ayaw talaga. any idea pa po?
  13. guys help nmn oh panu ko ma eenable dito yung mga card like abyssmal knight, hydra, ETC. eto po yung script na dito ko dn nakuha medyo nag experiment lang po ng unti. case CR_ACIDDEMONSTRATION: { short atk, matk, size_mod, bonus; //Formula = [(ATK*0.07*VIT)*WpnSizePnlty + (MATK*0.07*VIT)] atk = sstatus->batk + sstatus->rhw.atk; matk = sstatus->int_ + sd ? sstatus->int_ : 0; size_mod = sd ? sd->right_weapon.atkmods[tstatus->size] : 0; bonus = sd ? sd->long_attack_atk_rate : 0; if ((atk != 0 && size_mod != 0) || matk != 0) md.damage = (int)(((20 * atk * tstatus->vit) + size_mod + 1 + (20 * matk * tstatus->vit)) / 100); else md.damage = 0; // if (tsd || is_boss(target)) //md.damage >= 0; if (md.damage < 0) md.damage = 0; if (md.damage > INT_MAX>>1) md.damage = INT_MAX>>1; if (sd && bonus != 0) md.damage += md.damage * bonus / 100; } break; help nmn po sa mga pro. thx po.
  14. hi guys. im noob at scripting can i ask for little help? about this skill acid demonstration and hell plant. acid demonstration case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen] if(tstatus->vit+sstatus->int_) //crash fix md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); else md.damage = 0; if (tsd) md.damage>>=1; if (md.damage < 0 || md.damage > INT_MAX>>1) //Overflow prevention, will anyone whine if I cap it to a few billion? //Not capped to INT_MAX to give some room for further damage increase. md.damage = INT_MAX>>1; break; can you guys implement it no cards like abyssmal and hydra? hellplant can you make it guys no miss on all char.? case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen] if(tstatus->vit+sstatus->int_) //crash fix md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); else md.damage = 0; if (tsd) md.damage>>=1; if (md.damage < 0 || md.damage > INT_MAX>>1) //Overflow prevention, will anyone whine if I cap it to a few billion? //Not capped to INT_MAX to give some room for further damage increase. md.damage = INT_MAX>>1; break;
  15. why nice script. but i notice something. i change the safe limit at the script and at the refine db. but when i try to refine my +4 armor it tell me that i change my item and uses nuke. why is that?
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