Wise Posted August 2, 2017 Posted August 2, 2017 (edited) Where to find Meteor Assault SRC for stun/blind/bleed? I managed to find the duration @ skill_cast_db.txt Looking to remove the bleed and blind effect, and make the stun 100% chance to happen also, is this correct? src/map/status.c case SC_STUN: sc_def = status->luk*300; break; Goal: Stun cannot be resisted, only if luk is 300 Edited August 2, 2017 by Mavis Quote
0 Playtester Posted August 21, 2017 Posted August 21, 2017 A bit late, but the code you are looking for is in skill.c case ASC_METEORASSAULT: //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. switch(rnd()%3) { case 0: sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1)); break; case 1: sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2)); break; default: sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3)); } break; If you change SC_STUN in general, it affects all skills, not only Meteor Assault. You will need to replace sc_start with a status_change_start call with the corresponding parameters. With the "flag" parameter you can define that chance / duration cannot be reduced. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags Quote
Question
Wise
Where to find Meteor Assault SRC for stun/blind/bleed? I managed to find the duration @ skill_cast_db.txt
Looking to remove the bleed and blind effect, and make the stun 100% chance to happen
also, is this correct?
src/map/status.c
case SC_STUN:
sc_def = status->luk*300;
break;
Goal: Stun cannot be resisted, only if luk is 300
Edited by Mavis1 answer to this question
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