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Release: Max Trap Control


Hyroshima

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Max Trap Control


This mod allows you to control the number of traps that the player can use.

conf/battle/skill.conf

// Max Trap [Hyroshima]
// Functionality to control the number of active traps.
// Note:
//  skill_max_trap > Controls the number of individual active trap skills that were not been to defined parameter ActiveInstance in skill_db.yml
//  global_max_trap > Controls the maximum active trap skills for all skill traps (listed in skill.cpp -> trap_skill_id), this option overrides skill_max_trap if the definer is smaller than it
//-
// skill_max_trap: 0 (disabled)
// global_max_trap: 0 (disabled)
//-
skill_max_trap: 0
global_max_trap: 0
  • the option skill_max_trap only affects skills that do not have the parameter ActiveInstance in skill_db.yml
  • the option global_max_trap affects all trap skills mentioned above in the code box, the skills are listed in the function as I also inform in the description of the code box above.

 

Note: i am making 2 diff files available:

  • _A = Closest to current revision.
  • _B = A little older compared to the current review

As there have been some changes to how some functions receive/send parameters, I will try to maintain this standard when sending diff files.

 


  • Submitter
  • Submitted
    06/10/24
  • Category
  • Video
    https://www.youtube.com/watch?v=l5Sr42myq40
  • Content Author
    Hyroshima

 

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Hi @Hyroshima! This work is absolutely brilliant. This is truly the best resolution of the nightmare I am currently experiencing. The ActiveInstance on my server has never been working. So, this is very useful to my server. However! I tried to apply both file A and B on my server. But both have the same outcome. 

skill_max_trap: 5
global_max_trap: 

Global_max_trap works perfectly fine. but skill_max_trap doesn't seem to work. I ensure that activeinstance of my anklesnare trap is set to default or 0 in both pre-re/skilldb.yml and in import but I am still able to spam the trap multiple times greater than 5, even 20.

-------------------------------------

Since my activeinstance is never working on my server. I wish someone could modify this file to make every skill I set will work independently with each other just like activeinstance do. 

example: (These are the most important skills I need)
ankle_snare_trap: 5
fogwall: 3
quagmire: 3
firepillar: 5
spiderweb: 3

 

I hope you can help me or someone can help me of my agony. Very much appreciated to those who could help me. Thank you so much.

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On 11/16/2024 at 10:34 PM, playniks said:

Hi @Hyroshima! This work is absolutely brilliant. This is truly the best resolution of the nightmare I am currently experiencing. The ActiveInstance on my server has never been working. So, this is very useful to my server. However! I tried to apply both file A and B on my server. But both have the same outcome. 

skill_max_trap: 5
global_max_trap: 

Global_max_trap works perfectly fine. but skill_max_trap doesn't seem to work. I ensure that activeinstance of my anklesnare trap is set to default or 0 in both pre-re/skilldb.yml and in import but I am still able to spam the trap multiple times greater than 5, even 20.

-------------------------------------

Since my activeinstance is never working on my server. I wish someone could modify this file to make every skill I set will work independently with each other just like activeinstance do. 

example: (These are the most important skills I need)
ankle_snare_trap: 5
fogwall: 3
quagmire: 3
firepillar: 5
spiderweb: 3

 

I hope you can help me or someone can help me of my agony. Very much appreciated to those who could help me. Thank you so much.

Could you please tell me which revision you are using, if there were any errors or warnings when compiling after applying the diff?
Now, to get more detailed, could you record a video?
You show the skill that is not being affected by the diff, as it is there in skill_db.yml, maybe it is something specific in pre-re mode, after you send me this information I will analyze it as soon as I have time and then I will make an update in the mod.

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On 11/25/2024 at 10:34 AM, Hyroshima said:

Could you please tell me which revision you are using, if there were any errors or warnings when compiling after applying the diff?
Now, to get more detailed, could you record a video?
You show the skill that is not being affected by the diff, as it is there in skill_db.yml, maybe it is something specific in pre-re mode, after you send me this information I will analyze it as soon as I have time and then I will make an update in the mod.

Hi sir can you update it to the latest like on skill.c the A diff is still on int. while latest is using int32 thankyou

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