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How to enable Professor/Sage Elemental Change skill to work on players?


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Posted

Hello, I remember seeing a guide on how to do this years ago but I can't seem to find it. Anyways, I'm just wondering how to enable the Sage/Professor skill "Element Change" to work on players (instead of just monsters). If you're not sure, it's the quest skill that consumes Elemental Converters to use. Thanks in advance!

8 answers to this question

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  • 2
Posted
11 minutes ago, Pink Guy said:

I tried it just now after recompiling. It's the same thing. Still can't work on players.

LOL sorry I'm sure now

case SA_ELEMENTWATER:
	case SA_ELEMENTFIRE:
	case SA_ELEMENTGROUND:
	case SA_ELEMENTWIND:
		//if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
		//	break;

comment it out

  • Upvote 1
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Posted
On 1/30/2018 at 6:15 PM, pajodex said:

I don't know how but try editing this part at skill.cpp


if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE)))

 

It's not working. I tried copying my old one then recompiled but then map server won't load up. So, I'm guessing that they changed the syntax/coding somehow. Would anyone be kind enough to help me?

Here's what I had on my old svn (which worked). Don't know the rathena version tho.

	case SA_ELEMENTWATER:
	case SA_ELEMENTFIRE:
	case SA_ELEMENTGROUND:
	case SA_ELEMENTWIND:
		if(tstatus->mode&MD_BOSS)
			break;

 

  • 0
Posted
4 minutes ago, Pink Guy said:

It's not working. I tried copying my old one then recompiled but then map server won't load up. So, I'm guessing that they changed the syntax/coding somehow. Would anyone be kind enough to help me?

Here's what I had on my old svn (which worked). Don't know the rathena version tho.


	case SA_ELEMENTWATER:
	case SA_ELEMENTFIRE:
	case SA_ELEMENTGROUND:
	case SA_ELEMENTWIND:
		if(tstatus->mode&MD_BOSS)
			break;

 

try this:

From:
if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE)))

to:
if (sd && dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))

 

  • 0
Posted
13 minutes ago, pajodex said:

try this:


From:
if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE)))

to:
if (sd && dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))

 

I tried it just now after recompiling. It's the same thing. Still can't work on players.

  • 0
Posted
53 minutes ago, pajodex said:

LOL sorry I'm sure now


case SA_ELEMENTWATER:
	case SA_ELEMENTFIRE:
	case SA_ELEMENTGROUND:
	case SA_ELEMENTWIND:
		//if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
		//	break;

comment it out

BRO! You're a god! Thank you, it worked!

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