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Naruto

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Everything posted by Naruto

  1. I didnt say anything was wrong its the way your writing a very specific skill sounds to me like your using skilleffectinfo.lub well why not try vampire or spear boomerang? They will all produce the same effect, non directional you probably added the new skill and stuck it with these guys case LG_RAYOFGENESIS: case LG_HESPERUSLIT: case LG_OVERBRAND: case LG_OVERBRAND_BRANDISH: case SR_FALLENEMPIRE: case SR_CRESCENTELBOW_AUTOSPELL: case SR_GATEOFHELL: case SR_GENTLETOUCH_QUIET: case WM_SEVERE_RAINSTORM_MELEE: case WM_GREAT_ECHO: case GN_SLINGITEM_RANGEMELEEATK: case KO_SETSUDAN: case RL_MASS_SPIRAL: case RL_BANISHING_BUSTER: case RL_SLUGSHOT: case NN_DRENCH: case NN_SWIFT: case RL_AM_BLAST: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; what i recommened for sonic wave is this: add a new part under it and try this : case RL_BANISHING_BUSTER: case RL_SLUGSHOT: case NN_DRENCH: case NN_SWIFT: case RL_AM_BLAST: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case MY_SKILL: skill_attack(RK_SONICWAVE,src,src,bl,skill_id,skill_lv,tick,flag); break; Its the only way you can fix that afaik, all damage and stuff is based of MY_SKILL, its just you gotta use the RK_SONICWAVE as ammo so to speak... its really dumb and as for question 1, i never tested it much but you could just have the skill recasted on you when you switch map using a function that potential grabs your remaining duration
  2. well for the status ones.... idk i didnt experiement totally with them but couldnt you just do a on enter map or whatever and check for those statuses and recast them and get duration or something for alot of those skills you should use it like this bf_weapon ( src,bl,RK_SONICWAVE use the skill id and it should be fine, damage is seperated too
  3. cat.zip if this doesnt work then might just be something in the grf
  4. so to be perfectly clear you want the buff to presist when you change shields, but if you totally unequip a shield remove the buff? simple
  5. In english your best possible please explain: What it is doing? What you want it to do? And someone will be with you shortly
  6. just extend the status durations you get from triple finish and combo finish probably...
  7. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){ we open with this which is the chance, val1 is the level of the skill max_damage = (int64)max_damage * status_get_lv(bl) / 100; max_damage , if you scroll up we declared it int max_damage = status_get_max_hp(bl); Im saying its an easy formula to work with but.... Looking a bit at SC_REFLECTSHIELD AGAIN, Its actually written different and the damage is simplified obviously due to the nature of the attack : In your status.c case SC_REFLECTSHIELD: val2 = 10+val1*3; // %Dmg reflected Depending on what you want you can either re write it to be just like deathbound and the others, or just reduce it this way..... I know what your problem is
  8. not sure if there is functionality to it............. https://herc.ws/board/topic/2388-guide-adding-custom-homunculus/ exactly the same thing just do it in the mercenary section and IDs
  9. Should be as long as you have critical hit enable in your battle conf and have renewal settings completly turned on
  10. So you want everyone to start with like +10% crit chance ? or just damage? pretty sure this is your damage formula for crit battle.c #ifdef RENEWAL if (!skill_id && is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) { if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica] wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100); if (is_attack_left_handed(src, skill_id)) wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100); } else wd.damage = (int)floor((float)(wd.damage * 140) / 100); } #endif that 140 is the main thing you wanna look at
  11. ? if you cant login with admin/admin then use the s/n otherwise call your ISP
  12. Hmmm only thing i can see that may cause a problem is the fact that You are running on PRE RENEWAL system and the code is universal case GS_DESPERADO: skillratio += 50 * (skill_lv - 1); if (sc && sc->data[SC_FALLEN_ANGEL]) skillratio *= 2; break; Do yourself a favor a delete the bottom part case GS_DESPERADO: skillratio += 50 * (skill_lv - 1); // if (sc && sc->data[SC_FALLEN_ANGEL]) // skillratio *= 2; break; No idea otherwise
  13. pay more attention to what you do to your client next time ?
  14. nvm looked it over but can you explain the problem in words ?
  15. Id love to do it for you but take a look at the RG version and try and sorrt things out the damage seems to be linked through the SC_RECLECTSHIELD if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) { if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){ max_damage = (int64)max_damage * status_get_lv(bl) / 100; rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100; if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1) status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER); } } else {
  16. @Mina-chan might know if its not working what sader said
  17. 1) thats the wrong file, thats the structure of the file your looking for but look at line 4082 and see what it says, then make sure that the EFST_ is linked with an ID and resource efstids.lub and stateiconimginfo gotta make sure the exact same thing exist in all them ( mostly just the ID tho)
  18. i dont know exactly could be a compatibility issue but your cutting off the file name and that could help in resolving your issue
  19. I think your looking for these setcell "arena",135,135,165,165,cell_walkable,0; setcell "arena",140,140,160,160,cell_walkable,1; The 'flag' can be 0 or 1 (0:clear flag, 1:set flag). idk how its set up exactly but you can set up a line of them just experiment a bit Then this for your message: *mapannounce "<map name>","<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}}; and i think you want these too : *hideonnpc "<NPC object name>"; *hideoffnpc "<NPC object name>"; NPC names are unique you get errors for duplicates Id put it together for you but its simple enough for a novice
  20. Need to link all of your grfs for ALL the content you want to be accessible in your browedit But the only thing you can do if you dont already know which models and stuff you want to use is to open up the .RSW and .GND in a hex editor and see which models and textures they are using then go add those to your text files but like for the models/rsm files you dont need to do anything with THOSE textures, just the textures found in the PRONTERANEW.GND ( those are all the floor textures) Maybe the browedit discord has it all already though or know an easier method
  21. 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
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