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Yusoke

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Posts posted by Yusoke

  1. I think that the status goten with lvl up, is established on a DB file

     

    DB/pre-re/Statpoint.txt

    48
    51
    54
    57
    60
    64
    68
    72
    76
    80
    85
    90
    95
    100
    105
    111
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    149
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    678
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    Correct me if i am wrong. But still worth a try.

    • Upvote 1
  2. decrease duration

    i want make luk 200 freeze 5-10 seconds

    bump

     

    Ok, the code where you can edit the def and the tick (time is in status.c line 7021)

     

    You just need to change it and its up to you how the freeze behaves.

    case SC_FREEZE:
    sc_def = status->mdef*100;
    sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
    tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
    break;
    

    All the Tick time of status is set on miliseconds, meaning that if you multiply 200 luk * -10 = -2000 Miliseconds.

     

    Try increasing the *-10 value to a higher value maybe 20 , 30. Recompile and thest until you get the results you are looking for.

  3.  

    You cant see the MATK increase directly on your status window, but you do get the MATK boost when you cast the spell.

     

    Its similar to Turtle General Effect, you dont see the ATK increase on the status windows but you get more ATK.

     

    I know that we can't see MATK. But i saw a few servers which had that feature where the MATK is increased in the status window after casting Mystical Amplification. I wanted to know how to make it work like that.

     

     

    I dont think it is that dificult to achieve, but the skills works perfectly, why bother to make that change? you get the same results anyway. x_x

  4. Change on the conf file the maximun status defens a user can get with status, but this still wont fix the duration of status.

     

    What do i mean by this, you maybe wont get stun or freeze inmunity but still stun will just last 1 milisecond active.

     

    You need to modify the Tick time on status.c to make this longer.

  5. what you are trying to do is making single strip skills able to bypass FCP right?

     

    have you tried this:

     

    not sure if this will work, but is worth a try, if that "if" statement is the cause causing Strip skills to not strip

    then it should work by just removing from the "if" the skills you want to make FCP proof.

    //Special message when trying to use strip on FCP [Jobbie]
    if( sd && skill_id == ST_FULLSTRIP)
    {
    clif_gospel_info(sd, 0x28);
    break;
    }

    try this and tell us how did it work, i may be wrong but still is worth a try.

  6. You need to make sure if the database is the same as the one that rathena uses, what i mean by that?

     

    Make sure if all of the tables have the same values.

     

    Example: Your DB must have the same data as the rathena data.

    Login rathena     Login Brathena

    Varchar:                Varchar:

    Integer:                 Integer:

    Varchar:               Varchar:

  7. I solved the problem by adding // to the folowing line in the SRC

     

    //map_foreachinarea(skill_area_sub, src->m, x, y, x2, y2, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);

     

    Not sure if it will bring me trouble in a near future, but at least the @killmonster skill function is not working anymore.

     

    Thx for the help anyway ;)

     

     

    case LG_OVERBRAND: {

    uint8 dir = map_calc_dir(src, x, y);
    uint8 x2 = x = src->x, y2 = y = src->y;
    switch(dir) {
    case 0: case 1: case 7: x2++; x--; y2 += 7; break;
    case 3: case 4: case 5: x2++; x--; y -= 7; break;
    case 2: y2++; y--; x -= 7; break;
    case 6: y2++; y--; x2 += 7; break;
    }
    //map_foreachinarea(skill_area_sub, src->m, x, y, x2, y2, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
    skill_addtimerskill(src, gettick() + status_get_amotion(src), 0, 0, 0, LG_OVERBRAND_BRANDISH, skill_lv, dir, flag);
  8. i know is a ground skill, yea and you are right in what you are saying, but what im tryng to say is, that i literaly do the Overbrand skill and then a bunch of monsters on diferent parts of the map die.

     

    Like if i used @killmonster.

     

    Thats why i insist if you downloaded the .rrf replay file.

     

    ------------------------

    Il try and make it target instead of ground, but still i don't think this behaviour on ground skills is normal.

     

    any suggestions are appreciated.

  9. Well like the title says, in the server i work in i discovered a really bad bug, i actually recorded the bug with the RO recorder, ill paste de file so that you can see by yourself.

     

    OverBrand Bug.7z

     

    Well i already attached the file so i will describe a bit the problem for those who wont download the replay file.
     
    When you use the overbrand skill on a specific place on a map, in my case Thor Dungeon, you kill a lot of monters by hiting the air
    some players on my server went max lvl in just a couple of minutes, id like to know if this is just my server problem or is it a Rathena problem.
     
    Get the video and watch how i do it, and in what part of thor dun specificly.
     
    Thanks for the help and i hope you can help me fix this.
  10. Elemental shield dosnt work on my rathena ver and its 17000+, its that normal?

    I tried it with party, even if im alone in my party, and it dosnt work, but if i use it without party it places 1 safety wall in my position.

     

    if this is SRC problem can someone point the mistake, here is the src code.

     

     

    case SO_ELEMENTAL_SHIELD:

    if( !sd->ed ) break;
    elemental_delete(sd->ed,0);
    if( !sd->status.party_id || flag&1 )
    skill_unitsetting(src,MG_SAFETYWALL,skill_lv,bl->x,bl->y,0);
    else if( sd )
    party_foreachsamemap(skill_area_sub,sd,AREA_SIZE,src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
    break;
     
  11. i was trying to increase bleeding status dmg and then i encountered this idea, it could be awesome to implement this on any server, is there anyone who knows where is the bleeding status located?

     

    im going to try and edit the src, if i can do it properly ill post the code.

  12. Hello forum i have been reading and trying to find something in the SRC and still can’t find it, hope someone here can help with this problem, i want to modify the Hit given by the Double Attack Skill, the double Attack Skill Gives 10+ hit when executing Double Attack skill, but i can’t find where to modify this, if it gives 1+ hit at lvl one i want, to give 10+ at lvl 1, and 100+ at lvl 10 pretty simple.

    if i didn’t make myself clear please leave me a comment, and thanks for the help.

    -----

    I’m starting to think Double Attack Skill doesn’t give Hit when executing (Double Attack)

    If it’s only in the execution of the skill, then it must be on Battle.c but can’t find where exactly.

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