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Acid Demonstration Element


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Posted

Hi! Good day! Is there any way to make Creator's skill Acid Demonstration's element be affected by weapon element? Instead of being just forced neutral. (e.g. fire acid demo, water acid demo, wind acid demo, etc)

Thanks!

4 answers to this question

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Posted
Quote

db/re/skill_db

490,9,8,1,-1,0x60,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,misc,0,0x0,    CR_ACIDDEMONSTRATION,Acid Demonstration

Quote

src/map/battle.cpp

#ifdef RENEWAL
    // forced to neutral skills [helvetica]
    // skills forced to neutral gain benefits from weapon element
    // but final damage is considered "neutral" and resistances are applied again
    switch (skill_id) {
        case MC_CARTREVOLUTION:
        case MO_INVESTIGATE:
        case CR_ACIDDEMONSTRATION:
        case SR_GATEOFHELL:
        case GN_FIRE_EXPANSION_ACID:
        case KO_BAKURETSU:
        //case NC_MAGMA_ERUPTION:
            // Forced to neutral element
            wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
            break;

Alter to

#ifdef RENEWAL
    // forced to neutral skills [helvetica]
    // skills forced to neutral gain benefits from weapon element
    // but final damage is considered "neutral" and resistances are applied again
    switch (skill_id) {
        case MC_CARTREVOLUTION:
        case MO_INVESTIGATE:
        case SR_GATEOFHELL:
        case GN_FIRE_EXPANSION_ACID:
        case KO_BAKURETSU:
        //case NC_MAGMA_ERUPTION:
            // Forced to neutral element
            wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
            break;

and recompile xD
Give me Reputation if helped u

  • 0
Posted
7 hours ago, sotf said:

@Disabled LOOLP I forgot to say my server is pre-renewal. I tried your edit but I the element is still forced neutral.

//id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,inf3,name,description
// 01 ID
// 02 range (combo skills do not check for range when used,
//           if range is < 5, the skill is considered melee-range)
// 03 hit (8- repeated hitting, 6- single-hit)
// 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)
// 05 element (0 - neutral, 1 - water, 2 - earth, 3 - fire, 4 - wind, 5 - poison,
//             6 - holy, 7 - dark, 8 - ghost, 9 - undead, -1 - use weapon element
//             -2 - use endowed element, -3 - use random element.)

db/pre/skill_db.txt - check this first☝️

and change this.

490,9,8,1,0,0x40,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,misc,0,0x0,	CR_ACIDDEMONSTRATION,Acid Demonstration

to

490,9,8,1,-1,0x40,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,misc,0,0x0,	CR_ACIDDEMONSTRATION,Acid Demonstration

 

  • 0
Posted

Yes I did that as well, I've tested it using a character with 100% neutral resist. I still miss even I got warm wind and weapon with an element.

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