Does anyone know where the code is that causes stone and freeze statuses to break upon getting hit? I'm having trouble finding it, and I'd really love to // it out. Thanks!
EDIT: Thank God, I found it. You have no idea how much joy this gives me, as I love having hard controls in games (soft control = status change ends when hit, or could be things like curse / hard control = stops someone from doing pretty much anything and doesn't end when hit).
For everyone who I know will be banging their head against a wall trying to do this as well, the answer is in status.cpp:
Look for the above code and simply // whatever status you want to be a hard control. If you want something to be a soft control, you can likely just add it here, and it will end when a character/creature gets hit.
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Humble_Bee
Does anyone know where the code is that causes stone and freeze statuses to break upon getting hit? I'm having trouble finding it, and I'd really love to // it out. Thanks!
EDIT: Thank God, I found it. You have no idea how much joy this gives me, as I love having hard controls in games (soft control = status change ends when hit, or could be things like curse / hard control = stops someone from doing pretty much anything and doesn't end when hit).
For everyone who I know will be banging their head against a wall trying to do this as well, the answer is in status.cpp:
if( hp && !(flag&1) ) {
if( sc ) {
struct status_change_entry *sce;
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
status_change_end(target, SC_STONE, INVALID_TIMER);
Look for the above code and simply // whatever status you want to be a hard control. If you want something to be a soft control, you can likely just add it here, and it will end when a character/creature gets hit.
Edited by Humble_Bee#hard controls, soft controls, sleep, stun, stone, freeze, crystalize
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