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pachupappy

Slim potion pitcher Heal effect

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It's the same as the white potion isn't it? Someone can correct me I'm wrong here but I'm fairly certain this is the .str

FileEntry.RelativePath = data\texture\effect\ÇϾáÆ÷¼Ç.str

It calls pokjuk_d.bmp
pokjuk_c_,bmp
lens_w.bmp

Edit: Thought you meant the consumable effect. I missed the "pitcher" 😛

Edited by TheKingDino
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case CR_SLIMPITCHER:
		// Updated to block Slim Pitcher from working on barricades and guardian stones.
		if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
			break;
		if (potion_hp || potion_sp) {
			int hp = potion_hp, sp = potion_sp;
			hp = hp * (100 + (tstatus->vit<<1))/100;
			sp = sp * (100 + (tstatus->int_<<1))/100;
			if (dstsd) {
				if (hp)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
				if (sp)
					sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
			}
			if (tsc && tsc->count) {
				uint8 penalty = 0;

				if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
					hp += hp / 10;
					sp += sp / 10;
				}
				if (tsc->data[SC_CRITICALWOUND])
					penalty += tsc->data[SC_CRITICALWOUND]->val2;
				if (tsc->data[SC_DEATHHURT])
					penalty += 20;
				if (tsc->data[SC_NORECOVER_STATE])
					penalty = 100;
				if (penalty > 0) {
					hp -= hp * penalty / 100;
					sp -= sp * penalty / 100;
				}
			}
			if(hp > 0)
				clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
			if(sp > 0)
				clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
			status_heal(bl,hp,sp,0);
		}
		break;

 

your probably looking to tweak this 

if (potion_hp || potion_sp) {
			int hp = potion_hp, sp = potion_sp;
			hp = hp * (100 + (tstatus->vit<<1))/100;
			sp = sp * (100 + (tstatus->int_<<1))/100;
			if (dstsd) {
				if (hp)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
				if (sp)
					sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
			}

 

but in the other chunk you can modify the bonus recieved from those extra things 

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On 5/15/2020 at 5:15 AM, TheKingDino said:

It's the same as the white potion isn't it? Someone can correct me I'm wrong here but I'm fairly certain this is the .str

FileEntry.RelativePath = data\texture\effect\ÇϾáÆ÷¼Ç.str

It calls pokjuk_d.bmp
pokjuk_c_,bmp
lens_w.bmp

Edit: Thought you meant the consumable effect. I missed the "pitcher" 😛

and yeah I meant the "HEAL EFFECT" from it. I managed to find the Acolyte's heal and remove it but i don't think spp uses the same effect from it.

 

On 5/15/2020 at 7:06 AM, Naruto said:
case CR_SLIMPITCHER:
		// Updated to block Slim Pitcher from working on barricades and guardian stones.
		if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
			break;
		if (potion_hp || potion_sp) {
			int hp = potion_hp, sp = potion_sp;
			hp = hp * (100 + (tstatus->vit<<1))/100;
			sp = sp * (100 + (tstatus->int_<<1))/100;
			if (dstsd) {
				if (hp)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
				if (sp)
					sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
			}
			if (tsc && tsc->count) {
				uint8 penalty = 0;

				if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
					hp += hp / 10;
					sp += sp / 10;
				}
				if (tsc->data[SC_CRITICALWOUND])
					penalty += tsc->data[SC_CRITICALWOUND]->val2;
				if (tsc->data[SC_DEATHHURT])
					penalty += 20;
				if (tsc->data[SC_NORECOVER_STATE])
					penalty = 100;
				if (penalty > 0) {
					hp -= hp * penalty / 100;
					sp -= sp * penalty / 100;
				}
			}
			if(hp > 0)
				clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
			if(sp > 0)
				clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
			status_heal(bl,hp,sp,0);
		}
		break;

 

your probably looking to tweak this 

if (potion_hp || potion_sp) {
			int hp = potion_hp, sp = potion_sp;
			hp = hp * (100 + (tstatus->vit<<1))/100;
			sp = sp * (100 + (tstatus->int_<<1))/100;
			if (dstsd) {
				if (hp)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
				if (sp)
					sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
			}

 

but in the other chunk you can modify the bonus recieved from those extra things 

might screw up skill.c, and I don't want that to happen XD
I managed to find the Acolyte's heal and remove it but i don't think spp uses the same effect from it. i think it uses 3d effects? not sure though

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4 hours ago, pachupappy said:

might screw up skill.c, and I don't want that to happen XD
I managed to find the Acolyte's heal and remove it but i don't think spp uses the same effect from it. i think it uses 3d effects? not sure though

Tell me what you want it to do 

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56 minutes ago, Naruto said:

Tell me what you want it to do 

I am making a simplified effect grf for all skills in general. but apparently i am stucked with the heal effect of SPP.

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2 hours ago, pachupappy said:

I am making a simplified effect grf for all skills in general. but apparently i am stucked with the heal effect of SPP.

whenever it heals mana it uses MG_SRECOVERY 

 

 

just delete your texture folder and wait for the effect to kick in

 

 

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