

Armony
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Posts posted by Armony
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I have the same problem actually i've used the lasted version of NEMO
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On 3/6/2020 at 12:30 PM, Bringer said:
i actually taken the source from this link
anyone could help me?
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Hi, rA today i have a little mistake about the parry, I've modified this skill allowing use with One-hand with Linked State everything i'ts working fine until i switch any equipment.
see below the behavior
rA version : 9389b
//skill_check_condition_castbegin if (require.weapon && !(pc_check_weapontype(sd, require.weapon) || (skill_id == LK_PARRYING && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_KNIGHT && sd->weapontype1 == W_1HSWORD))) { //skill_check_condition_castend if (require.weapon && !(pc_check_weapontype(sd, require.weapon) || (skill_id == LK_PARRYING && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_KNIGHT && sd->weapontype1 == W_1HSWORD))) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return false; }
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1 minute ago, Radian said:
Did you try to reloadbattleconf or restart your server? or made some modification in the source side that might be related to your issue?
I did some modifications at src but nothing work.
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1 hour ago, Radian said:
Have you tried setting these inside https://github.com/rathena/rathena/blob/master/conf/battle/skill.conf#L193
devotion_rdamage: 100 devotion_rdamage_skill_only: no
has the same behavior whether set @Radian
devotion_rdamage_skill_only: no -
Anyone has a solution for this mistake?
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On 2/17/2020 at 9:01 AM, dev LOOLP said:
It's work fine but the problem is when caster receives magic reflec trigger an animation i post above @dev LOOLP
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2 hours ago, Bringer said:
Doesn't work
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14 minutes ago, Naruto said:
I would help if you explained the problem in words sorry
is it the delay? the movement lock?
It's the Movement lock you know the sonic blow has a special motion
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Hello rA,I've Duplicated the Sonic blow special effects are working fine but the animation when cast it's different
[SKID.AS_SONICBLOW2] = { beginMotionType = ACTOR_STATE.ST_ATTACK, effectNum = 2, effectID = {EFID.EF_SONICBLOW_1,EFID.EF_SONICBLOW_2}, LaunchZC_USE_SKILL = true }
this is the code client side what could be missing
Thanks in Advance
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The parry with One Hand it's working fine but when switch items like helm,armor etc the skill goes away
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7 hours ago, Mabuhay said:
Here is my solution.
All thanks to @Litro Endemic for the idea..
goto pc.cpp
look for
/*========================================== * Invoked once after the char/account/account2 registry variables are received. [Skotlex] * We didn't receive item information at this point so DO NOT attempt to do item operations here. * See intif_parse_StorageReceived() for item operations [lighta] *------------------------------------------*/ void pc_reg_received(struct map_session_data *sd)
Add this :
// Cash shop sd->cashPoints = pc_readaccountreg(sd, add_str(CASHPOINT_VAR)); sd->kafraPoints = pc_readaccountreg(sd, add_str(KAFRAPOINT_VAR)); + if ( pc_readaccountreg(sd, add_str("#BLOCKPASS")) ) + sd->state.protection_acc = 1; + else + sd->state.protection_acc = 0;
Dont include +
compile and done.
It's working fine thanks for everything @Litro Endemic @Mabuhay
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11 hours ago, Litro Endemic said:
you need to save the value of protection_acc on somewhere (mysql?) so you didn't lost it when log off or changing character.
on pc.cpp
void pc_setnewpc(struct map_session_data *sd, uint32 account_id, uint32 char_id, int login_id1, t_tick client_tick, int sex, int fd) {
add
if( pc_readaccountreg(sd, add_str("#BLOCKPASS")) > 0 ) sd->state.protection_acc = 1;
after
//Required to prevent homunculus copuing a base speed of 0. sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED;
untested...
i got the next error when try to login the server and reject the session any idea? @Litro Endemic
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Any Solution for this issue ?
bump~!!
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On 9/26/2018 at 6:45 AM, vBrenth said:
At skill.c
@@ -15709,7 +16049,9 @@ bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_i return false; } - if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { + if( require.weapon && !(pc_check_weapontype(sd,require.weapon) || + (skill_id == LK_PARRYING && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_KNIGHT && sd->weapontype1 == W_1HSWORD))) { switch(skill_id) { case RA_AIMEDBOLT: break;
@@ -15774,6 +16116,7 @@ bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, struct status_data *status; int i; short index[MAX_SKILL_ITEM_REQUIRE]; + struct status_change *sc = &sd->sc; nullpo_retr(false,sd);
@@ -15879,7 +16222,9 @@ bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, return false; } - if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { + if( require.weapon && !(pc_check_weapontype(sd,require.weapon) || + (skill_id == LK_PARRYING && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_KNIGHT && sd->weapontype1 == W_1HSWORD))) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return false; }
status.c
@@ -9835,7 +9956,10 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty tick = -1; // Duration sent to the client should be infinite break; case SC_PARRYING: - val2 = 20 + val1*3; // Block Chance + if (sd && sd->weapontype1 == W_1HSWORD) + val2 = val1 * 3; + else + val2 = 20 + val1*3; // Block Chance break; case SC_WINDWALK:
It's Working
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Happy new year rathena and as always the new ones with questions for you. today I have a question about how I could make the after cast delay of the kiel card have a filtered effect, I explain
Suppose a LK uses Kiel card as I could do so that after cast delay does not affect Bowling bash or other skills.
Thank you for your attention to all
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On 12/28/2019 at 5:15 PM, Naruto said:
sounds like your fallen angel status is being taken into effect some how
or crit ? idk could be a pvp thing i dont know about
i think is not about pvp coz i tested with a dummy and the damage has the same problem
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On 12/27/2019 at 11:15 AM, BeWan said:
if the desperado damage you're talking about you can edit on
db/skill_damage_db
to control the damage outputif you want to edit the multiple hits.
skill_cast_db.txt.
if you watched the video above you can notice how desperado damage start and how end.
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Here is a video to make it a bit clearer the problem I have is to say that it has no equipment or card simply the weapon
Sorry doble Post LAG internet
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Here is a video to make it a bit clearer the problem I have is to say that it has no equipment or card simply the weapon
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6 hours ago, BeWan said:
you can nerf the skill damage on
db/skill_damage_dbThat is not my problem, the problem is that the skill starts hitting 2k after a few hits the damage increases by x2 or more
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Merry Christmas dev's by rAthena
Days ago I am dealing with that skill but I have overcome the problem is that: The skill does a 2k damage but after
Spam it a 3 times the damage of double bone that of 2k rises to
4-5kThanks in advance
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On 9/6/2013 at 4:54 AM, chowking said:
bump
Edit the Duration1 of Desperado
Removing player animations from skills but keeping visual animation
in Source Support
Posted
@Functor How could add something like this but for self skill like a parry that just show Name and Effect
Thanks in Advance