Loke Posted January 9, 2012 Posted January 9, 2012 How to implement this? While the player is in manhole you can use Shadow Form Quote
Daredevil Posted January 9, 2012 Posted January 9, 2012 (edited) at status.c [Manhole] just remove if( sc->data[sC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[sC__MANHOLE]) ) { switch(skill_num) { // Skills that can be used even under Man Hole effects. case SC_SHADOWFORM: case SC_STRIPACCESSARY: break; default: return 0; } } and then find if( skill_num == PR_LEXAETERNA && (tsc->data[sC_FREEZE] || (tsc->data[sC_STONE] && tsc->opt1 == OPT1_STONE)) ) return 0; add below if( (skill_num != SC_SHADOWFORM && skill_num != SC_STRIPACCESSARY) && tsc->data[sC__MANHOLE] ) return 0; at unit.c [Manhole] just remove if( tsc && tsc->data[sC__MANHOLE] ) return 0; compile it, enjoy Edited January 9, 2012 by Daredevil 1 Quote
Loke Posted January 9, 2012 Author Posted January 9, 2012 How about the Pinpoints Attack? I want to implement the armor/shield/weapon/headgear breakable by level. Btw im using 3ceam 659 Quote
Daredevil Posted January 9, 2012 Posted January 9, 2012 (edited) maybe Rytech sleepy while writing this skill, just kidding rate = 10000 = 100% rate = 100 = 1% you need to multiply the rate to 10x at skill.c [Pinpoint Attack] default: skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate,BCT_ENEMY); break; change to default: skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate*10,BCT_ENEMY); break; Edited January 9, 2012 by Daredevil 1 Quote
Loke Posted January 9, 2012 Author Posted January 9, 2012 Pinpoint and the lullaby in other post Quote
Question
Loke
How to implement this?
While the player is in manhole you can use Shadow Form
6 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.