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Armony

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Posts posted by Armony

  1. On 11/1/2019 at 7:21 PM, Functor said:

    I added it to the "../src/map/clif.cpp" function "clif_skill_nodamage":

    
    	if (skill_id == PR_KYRIE) {
    		clif_specialeffect(dst, 112, AREA);
    		return fail;
    	}

    The result: https://i.imgur.com/glCSiLi.gifv

    On the screen of another character, the situation is the same. So, what is wrong?

    @Functor How could add something like this but for self skill like a parry that just show Name and Effect 
    Thanks in Advance

  2.  

    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

    parry issue.gif

    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;
    	}
  3. 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 

     

  4. 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

    • Like 1
  5. 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

    error.png

  6. 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 

  7. 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 /lv

    • Upvote 1
  8. 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 

  9. 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 output

     

    if 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.

  10. 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
    4-5k

    Thanks in advance

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