Ukiram Posted November 15, 2019 Posted November 15, 2019 Hi. I'm curious about this kind of script. Can anyone help me to this? Quote - Spear Boomerang damage ratio increases from [50 *skill_lv] to [200 *skill_lv] - Shield Charge damage ratio increases from [20 *skill_lv] to [60 *skill_lv] - Maximum HP increases by BaseLvl* 100 HP - Vitality Increases by (INT/5) Quote
0 Moooooon-Aisha Posted November 15, 2019 Posted November 15, 2019 2 minutes ago, Ryo Osaki said: It's a Soul Link Mod by Secrets. That's what I'm using. If you're using secret's mod, then it should work as intended. Quote - Spear Boomerang damage ratio increases from [50 *skill_lv] to [200 *skill_lv] - Shield Charge damage ratio increases from [20 *skill_lv] to [60 *skill_lv] Not sure how this can be translated to item bonuses, possibly bonus2 bSkillAtk,skill id here,getskilllv(skill id here) * 200; bonus2 bSkillAtk,skill id here,getskilllv(skill id here) * 60; Quote - Maximum HP increases by BaseLvl* 100 HP bonus bMaxHP, readparam(Baselevel) * 100; Quote -Vitality increases by INT/5 bonus bVit,readparam(bInt)/5; 1 Quote
1 Bringer Posted November 15, 2019 Posted November 15, 2019 (edited) 56 minutes ago, Ryo Osaki said: @Moooooon-Aisha how about this? Status.cpp case SC_PARRYING: - val2 = 20 + val1*3; // Block Chance + if (sd && sd->weapontype1 == W_1HSWORD) + val2 = val1 * 3; + else + val2 = 20 + val1*3; // Block Chance break; Skill.cpp /*========================================== * Does delay reductions based on dex/agi, sc data, item bonuses, ... *------------------------------------------*/ if (sc && sc->data[SC_SPIRIT]) { + if(sc->data[SC_SPIRIT]->val2 == SL_KNIGHT) + time /= 9; switch (skill_id) { case CR_SHIELDBOOMERANG: if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) time /= 2; break; case AS_SONICBLOW: if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) time /= 2; break; } } Spear Boomerang Increase (200*SkillLV)% case KN_SPEARBOOMERANG: skillratio += 50 * skill_lv; if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_KNIGHT) skillratio += 200 * skill_lv; break; Edited November 15, 2019 by Bringer 1 Quote
0 Moooooon-Aisha Posted November 15, 2019 Posted November 15, 2019 Source modification only. Can't be applied with just item bonus script. Might be able to replicate using item bonus script, but it's not as accurate as a source mod. Quote
0 Ukiram Posted November 15, 2019 Author Posted November 15, 2019 On 11/15/2019 at 1:34 PM, Moooooon-Aisha said: Source modification only. Can't be applied with just item bonus script. Might be able to replicate using item bonus script, but it's not as accurate as a source mod. How? It's a Soul Link Mod by Secrets. That's what I'm using. Quote
0 Ukiram Posted November 15, 2019 Author Posted November 15, 2019 On 11/15/2019 at 1:55 PM, Moooooon-Aisha said: If you're using secret's mod, then it should work as intended. Not sure how this can be translated to item bonuses, possibly bonus2 bSkillAtk,skill id here,getskilllv(skill id here) * 200; bonus2 bSkillAtk,skill id here,getskilllv(skill id here) * 60; bonus bMaxHP, readparam(Baselevel) * 100; bonus bVit,readparam(bInt)/5; Thanks, I will try this now. Not working @Moooooon-Aisha Quote
0 Ukiram Posted November 15, 2019 Author Posted November 15, 2019 @Moooooon-Aisha Thank you so much! I really appreciate it @Moooooon-Aisha how about this? Quote
0 Moooooon-Aisha Posted November 15, 2019 Posted November 15, 2019 Base it from what I did with the shield boomerang. Parrying is impossible without source edit. All skill delay, base it from Kiel, but instead of putting a negative value, put in a positive one. Quote
0 Ukiram Posted November 15, 2019 Author Posted November 15, 2019 1 minute ago, Moooooon-Aisha said: Base it from what I did with the shield boomerang. Parrying is impossible without source edit. All skill delay, base it from Kiel, but instead of putting a negative value, put in a positive one. Okay no probs. What do you mean by All skill delay, base it from Kiel, but instead of putting a negative value, put in a positive one. Can you give me an example? Quote
0 Moooooon-Aisha Posted November 15, 2019 Posted November 15, 2019 3 minutes ago, Ryo Osaki said: Okay no probs. What do you mean by All skill delay, base it from Kiel, but instead of putting a negative value, put in a positive one. Can you give me an example? You want knights to have 90% delay instead of 100% correct? 4403,Kiel_Card,Kiel-D-01 Card,6,20,,10,,,,,,,,769,,,,,{ bonus bDelayRate,-30; },{},{} change -30 to 10 Quote
0 Ukiram Posted November 15, 2019 Author Posted November 15, 2019 3 minutes ago, Moooooon-Aisha said: You want knights to have 90% delay instead of 100% correct? 4403,Kiel_Card,Kiel-D-01 Card,6,20,,10,,,,,,,,769,,,,,{ bonus bDelayRate,-30; },{},{} change -30 to 10 thanks. I already added source edit parrying on my server my problem is the block chance of 3*SkillLV% Quote
0 Moooooon-Aisha Posted November 15, 2019 Posted November 15, 2019 It should be on the source edit then, values will reflect there. Quote
0 Ukiram Posted November 15, 2019 Author Posted November 15, 2019 Just now, Moooooon-Aisha said: It should be on the source edit then, values will reflect there. How? Quote
0 Moooooon-Aisha Posted November 15, 2019 Posted November 15, 2019 Not sure since every source edit is different on how people do it. Just play around with the numbers there. Quote
0 Ukiram Posted November 15, 2019 Author Posted November 15, 2019 1 minute ago, Moooooon-Aisha said: Not sure since every source edit is different on how people do it. Just play around with the numbers there. Okay thank you very very much my friend. Your such a nice guy!! Quote
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Ukiram
Hi.
I'm curious about this kind of script. Can anyone help me to this?
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