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Making 'Heal' AOE and add an effect


boeyskie

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Is it possible to edit the skill 'Heal' work as an AOE skill around the caster? Somewhat make it work like the skills 'Magnificat/Angelus/Windwalk' where all party members are affected when it's casted but instead, in a 3x3 area of effect.

And after heal is casted on a player, that players gets a movement speed buff for 2seconds. Thanks in advanced

Edited by boeyskie
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4 hours ago, boeyskie said:

Is it possible to edit the skill 'Heal' work as an AOE skill around the caster? Somewhat make it work like the skills 'Magnificat/Angelus/Windwalk' where all party members are affected when it's casted but instead, in a 3x3 area of effect.

And after heal is casted on a player, that players gets a movement speed buff for 2seconds. Thanks in advanced

prontera,155,187,4	script	Healer::healerdup	441,10,10,{
OnTouch:
    while(getbrokenid(1))
    repair(1);
    sc_start SC_INCREASEAGI,240000,10;
    sc_start SC_BLESSING,240000,10;
    set @maxhp,readparam(6);
    set @curhp,readparam(5);
    set @heal,@maxhp-@curhp;
    skilleffect 28,@heal;
    percentheal 100,100;
  
    getinventorylist;
    for(set @i, 0; @i < @inventorylist_count; set @i, @i + 1) {
        if (@inventorylist_identify[@i] == 1) continue;
        delitem2 @inventorylist_id[@i],1,0,0,0,0,0,0,0;
        getitem @inventorylist_id[@i],1;
}
}

try this one.

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Yeah but im not certain about modifying the current AL_HEAL cause you probably still want it to damage enemies ? and heal allies + buff them ?

 

Id just make a unt and have it pull up AL_HEAL like how UNT_GOSPEL is set up 

 

just add it under here

 

case UNT_DUMMYSKILL:
			switch (sg->skill_id) {
				case SG_SUN_WARM: //SG skills [Komurka]
				case SG_MOON_WARM:
				case SG_STAR_WARM: {
					int count = 0;
					const int x = bl->x, y = bl->y;

					//If target isn't knocked back it should hit every "interval" ms [Playtester]
					do {
						if( bl->type == BL_PC )
							status_zap(bl, 0, 15); // sp damage to players
						else // mobs
						if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
							if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
								status_charge(ss, 0, 8); //costs additional 8 SP if miss
						} else { //should end when out of sp.
							sg->limit = DIFF_TICK(tick,sg->tick);
							break;
						}
					} while(sg->interval > 0 && x == bl->x && y == bl->y &&
						++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
				}
					break;
#ifndef RENEWAL // The storm gust counter was dropped in renewal
				case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
					if (tsc)
						tsc->sg_counter++; //SG hit counter.
					if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
						tsc->sg_counter=0; //Attack absorbed.
					break;

you dont even need to add a new UNT_ 

 

use 0x86 

Edited by Naruto
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Thank u guys! I somehow made it AOE by tinkering with skill.cpp and now my problem is adding an additional movement speed to the targets when heal is used.

Nvm i got it

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Hi @boeyskie may I know how you were able to make the skill heal an aoe?? I am actually looking and seeking for help to make the skill heal aoe but I have no luck. I just need to make the skill heal aoe by 3x3 cell range from the target player. thanks

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