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Naruto

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Everything posted by Naruto

  1. you can try that but why wouldnt there be an etc tab
  2. ??? try hitting the - in the top right corner
  3. but if you wanna break it just listen to me case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: if (sd) { short index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only. } else { wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead } i = sstatus->str/10; i*=i; ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection? case SZ_SMALL: //Small: 125% ATK_RATE(wd->damage, wd->damage2, 25); break; //case SZ_MEDIUM: //Medium: 100% case SZ_BIG: //Large: 75% ATK_RATE(wd->damage, wd->damage2, 75); break; } wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight modify weight i = sstatus->str/10; i*=i; ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus. str mod case SZ_SMALL: //Small: 125% ATK_RATE(wd->damage, wd->damage2, 25); break; //case SZ_MEDIUM: //Medium: 100% case SZ_BIG: //Large: 75% ATK_RATE(wd->damage, wd->damage2, 75); break; size mod the rest doesnt really matter beyond changing the battle_calc_base_damage portion battle.c case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: skillratio += 50 * skill_lv; stuff about flags for cards involved but i dont think you need it
  4. no problem, i cant believe i found these peco sprites though
  5. View File Skill icon, mounts, and map pack Found a few oldering things i never uploaded... Contents are : Skill icon folder : Lots of old icons i used back when i was working on my renewal renewal Valkyrie : very simple change but modified it to be a spawning place with custom classes ( removed things and added tomes etc etc) Alberta: overgrown alberta.. .you should have no issues, but i included the textures for its floor airplane should be problem free if youve installed my other packs before also super experimental pecopeco sprites for sage and high wizard lol Submitter Naruto Submitted 07/17/2019 Category Sprites & Palettes Video Content Author lllaaazzz  
  6. you should post all 4 map files for us
  7. Version 1.0.0

    1424 downloads

    Found a few oldering things i never uploaded... Contents are : Skill icon folder : Lots of old icons i used back when i was working on my renewal renewal Valkyrie : very simple change but modified it to be a spawning place with custom classes ( removed things and added tomes etc etc) Alberta: overgrown alberta.. .you should have no issues, but i included the textures for its floor airplane should be problem free if youve installed my other packs before also super experimental pecopeco sprites for sage and high wizard lol
    Free
  8. try changing these strs 704. Client Error (mobile_ef02.str) 705. Client Error (mobile_ef01.str) 706. Client Error (mobile_ef03.str)
  9. my bad i gave you the wrong code to use hahah skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; instead of clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; you shuld apply 100% ark damage that wqay or BF_MAGIC for 100% matk... just read the skill adding tutorial on Hercules for the rest really besides that just copy paste works on most things in the src.... ?
  10. if mapflag is MF_PVP is on AND play state is pk mode ON AND flag is ENEMY AND target is NOT A MONSTER >that second line i have no idea, just int declaring int probably from previous thing....just scroll up its probably hanging around already declared and now we redeclare is back to default ..... So if theyre in party : theyre new target id is PARTY MEMBER otherwise fail
  11. not only there, looks like you got a few things... not sure what the iro effects are but if you just want the effects first, then change them all one at a time since you know they work ... just do this case SU_CN_METEOR2: case SU_LUNATICCARROTBEAT2: case SU_SOULATTACK: case SU_POWEROFFLOCK: case SU_SVG_SPIRIT: case SU_HISS: case SU_NYANGGRASS: case SU_GROOMING: case SU_PURRING: case SU_SHRIMPARTY: case SU_SPIRITOFLIFE: case SU_MEOWMEOW: case SU_SPIRITOFLAND: case SU_CHATTERING: case SU_SPIRITOFSEA: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; and in the skill db you can just set them as simple double strafes.... like this 5042,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_CN_METEOR2,Catnip Meteor 2 5043,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_LUNATICCARROTBEAT2,Lunatic Carrot Beat 2 5044,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_SOULATTACK,Soul Attack 5045,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_POWEROFFLOCK,Power of Flock 5046,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_SVG_SPIRIT,Spirit of Savage 5047,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_HISS,Hiss 5048,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_NYANGGRASS,Nyang Grass 5049,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_GROOMING,Grooming 5050,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_PURRING,Purring 5051,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_SHRIMPARTY,Tasty Shrimp Party 5052,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_SPIRITOFLIFE,Spirit of Life 5053,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_MEOWMEOW,Meow Meow 5054,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_SPIRITOFLAND,Spirit of Land 5055,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_CHATTERING,Chattering 5056,9,8,1,-1,0,0,10,2,no,0,0,0,weapon,0,0x0, SU_SPIRITOFSEA,Spirit of Sea ^ same thing can be aplied to add soul reaper and star emperor but seeing how you got a decompiled skill_db from gravity that makes things easier for you since you dont gotta look at anything online
  12. I would edit each skill individually, set the target in the skill_db to all instead of friend, then in the skill.c do something like this ...... I mean i could think of an expression but maybe your right, maybe you should just not allow them to join parties or instantly kick them upon activation and request a new party . . .
  13. just change it to all and set it if mapflag blah blah and return 0 for mobs do it in the skil.c
  14. where you at ? >_>

     

  15. they exist and work but you need to add them in your english translation if you wanna change descriptions and stuff..... the ids look like they continue where the final summoner skill finishes... 50xx??? something like that all you need to do is add the new ids to your skillid.lub/lua then add them to your skill.c skillinfo/skilldescript/skilltree in your grf dont really mean much in testing unless you want an icon then youll need skillinfo
  16. Ill just answer you in herc instead of double typing
  17. yeah i dont know whats up with that sprite, you can either try moving it up a bit in act editor (theres scripts for it...) or just make the original sprite smaller if its too big 256 pixels x 256 pixels is the limit for a single sprite though i think
  18. i havnt touched them either but you can add them to your skill_tree db and it should work
  19. hmmm @Haruka Mayumi might know why dont you just keep the button
  20. lots of things are linked to status icons, skill id's and sometimes those OPTs 1 to 3 and sometimes specific code will trigger stuff you know... But as long as you got the ID's right, And are at least coding nodamage skills.... clif->skill_nodamage then you should see visuals Sounds ? No idea. Mayaswell just rewrite it in skilleffectinfo if it doesnt work for you
  21. and those files are the same just some are moved around and stuff if your looking at old tutorials
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