deitalk Posted October 1, 2017 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 14 Reputation: 0 Joined: 01/27/15 Last Seen: April 8 Share Posted October 1, 2017 I'd like to know a way to check if a player dealt damage (any positive amount, any target) and use it as a condition to cast certain buff on skill.c. The check would reset if the player warps to another map, dies or receives dispell. Quote Link to comment Share on other sites More sharing options...
0 Playtester Posted October 2, 2017 Group: Developer Topic Count: 37 Topics Per Day: 0.01 Content Count: 897 Reputation: 248 Joined: 01/30/13 Last Seen: Monday at 09:07 AM Share Posted October 2, 2017 I can't give you a full solution, but the function you are looking for is: int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag) All damage goes through here and you have "src" available. So you can check if src is BL_PC and then do something. The cleanest solution would probably be to add a new status change that lasts very long but gets dispelled on map change. 1 Quote Link to comment Share on other sites More sharing options...
0 Keitenai Posted October 24, 2017 Group: Members Topic Count: 18 Topics Per Day: 0.00 Content Count: 98 Reputation: 75 Joined: 12/04/14 Last Seen: December 10, 2024 Share Posted October 24, 2017 On 10/2/2017 at 6:53 AM, deitalk said: I'd like to know a way to check if a player dealt damage (any positive amount, any target) and use it as a condition to cast certain buff on skill.c. The check would reset if the player warps to another map, dies or receives dispell. i think bAutoSpell can work that way. Quote Link to comment Share on other sites More sharing options...
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deitalk
I'd like to know a way to check if a player dealt damage (any positive amount, any target) and use it as a condition to cast certain buff on skill.c. The check would reset if the player warps to another map, dies or receives dispell.
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