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Warm Wind, Asura Fixes


Question

Posted

Currently, Warm Wind only affects characters with an equipped weapon. What is the source mod that would allow Taekwons to benefit from this as well, since they don't use weapons?

Additionally, Asura is not disabling sp regeneration for 5 minutes, as it should. Does anyone know the script to fix this as well, or at least which src file it's in?

10 answers to this question

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Posted (edited)

I'm using eaMod's SVN. I looked at rAthena's (and several other SVNs') source code, and it is no different for Warm Wind. As for Asura, I don't know where in rAthena's source code to edit the post-Asura SP regen.

case TK_SEVENWIND:
 switch(skill_get_ele(skillid,skilllv)) {
  case ELE_EARTH : type = SC_EARTHWEAPON;  break;
  case ELE_WIND  : type = SC_WINDWEAPON;   break;
  case ELE_WATER : type = SC_WATERWEAPON;  break;
  case ELE_FIRE  : type = SC_FIREWEAPON;   break;
  case ELE_GHOST : type = SC_GHOSTWEAPON;  break;
  case ELE_DARK  : type = SC_SHADOWWEAPON; break;
  case ELE_HOLY  : type = SC_ASPERSIO;	 break;
 }
 clif_skill_nodamage(src,bl,skillid,skilllv,
  sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
 sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
 break;

As you can see, it endows the weapon with the element, rather directly altering the attack property.

Edited by Lysander
Posted (edited)

Yes, it does pertain to source coding. I copied that from rAthena's SVN, and I'm asking where in rAthena's SVN to find the part that disables SP regen for Asura, so I'd say this does pertain to these forums.

Edited by Lysander
Posted

It doesn't really matter what SVN someone's using something from when the source coding of the particular file in question is exactly the same as every SVN.

We've checked the source coding of five different SVNs, and each of them were exactly the same. We're looking for someone to suggest a way to change them, which is what these boards are for.

Also, bump.

Posted

Asura SP regeneration block should be done by adding a proper status change definition in status.h/c, and then by 1. applying it every time Asura skill is used (skill.c) and 2. disabling the item-induced regeneration completely (probably similar to Lk's Berserk state) somewhere in status_heal (status.c). For status icon, you would need a corresponding client ESFT ID and updated client I guess, but I don't know which date would be sufficient.

Posted (edited)

Shouldn't this status already there but juste commented ?

case MO_EXTREMITYFIST:

// if(sc && sc->data[sC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...

This status being use status_calc_regen_rate() so I guess it is right.

As for element, it's currently keep under hold into weapon_atk struct more precisely the rhw one, I think the workaround would be to check this value even if they do not carry arm, or do something more cleaner like adding a s_ele field into status_data struct, wich could be check only if there no weapon.

Edited by Lighta
Posted

Shouldn't this status already there but juste commented ?

case MO_EXTREMITYFIST:

// if(sc && sc->data[sC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...

This status being use status_calc_regen_rate() so I guess it is right.

The point is not to disable skill, but to disable regen (specifically item regen, because natural regen is already disabled).

Posted

Yes I know it was regen, that why I said it was already there, didn't understand he wanted to block item one too.

If so he could just copy that cond into status_heal as you said or maybe pc_isuseitem perhaps, so he wont wasted is item in vain ?

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