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Manage Skill Damage [2.1]


Lilith

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This works like a charm!

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Sorry to bother but I'm using eAthena and can't patch it manually. Can you help me please? What should I copy/paste and where?

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Can this be done depending on a map? For example, I'd like to use guild_vs1 as a pvp map but lower the damage calculations by -40% but on the normal pvp maps like pvp_y_1-2 and so on still have normal damage calculations? Thanks.

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How would I change it so that it will not affect the damage to any monsters? because I have MVP arena, and the PVP is always on there, and they could kill the boss easily.

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Awesome! Great work ever ! /thx Lilith !

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May be sweet to integrate mapflag as bitflag instead. (I mean like item_trade kinda). Just using db/const value for the value to create the bitflag should be good.

Issue would be that you'll need to enable multiple entry for same skillid since we may want different lvl for map (like right now). But at least with these mapflag thing we could reach all map and adjust as we wished. (just a suggestion).

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can give me example i want reduce damage rolling cutter 80% in pvp & gvg map

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can give me example i want reduce damage rolling cutter 80% in pvp & gvg map

// Format: Skill ID, % damage: Normal Maps, PvP Maps, GvG Maps, BG Maps{,flag}

// Flag may be:

// nothing - for full additional damage

// 1 - for ATK based part of damage

// 2 - for MATK based part of damage

// 4 - for misc part of damage

2036,0,-80,-80,0

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Does this support 3CeAM pre-renewal SQL server?

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Hi

Can help me how to reduce asura strike to 50% thanks.

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Hi

Can help me how to reduce asura strike to 50% thanks.

// Format: Skill ID, % damage: Normal Maps, PvP Maps, GvG Maps, BG Maps{,flag}

// Flag may be:

// nothing - for full additional damage

// 1 - for ATK based part of damage

// 2 - for MATK based part of damage

// 4 - for misc part of damage

271,-50,-50,-50,-50

Edited by Phantasm
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Lighta, sorry, what do you mean about bitflag?

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like to choose wich map.

a bit like item_trade with zone.

ex :

//skillid,map bitflag,pc,mob,other

//bitmapg

// 1 : bg maps

// 2 : pvp maps

// 4 : woe maps

// 8 : zone 1..

// 16 : zone 2...

271,1,-50,-50,-50 //reduce skill 271 in bg maps

273,5,-50,-50,-50 //reduce skill 273 in bg and woe maps..

Advantages is to manipulate those reduction on some map easier especially if you can define map zone lime the restricted mapflag.

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Lighta, sorry, what do you mean about bitflag?

like to choose wich map.

a bit like item_trade with zone.

ex :

//skillid,map bitflag,pc,mob,other

//bitmapg

// 1 : bg maps

// 2 : pvp maps

// 4 : woe maps

// 8 : zone 1..

// 16 : zone 2...

271,1,-50,-50,-50 //reduce skill 271 in bg maps

273,5,-50,-50,-50 //reduce skill 273 in bg and woe maps..

Advantages is to manipulate those reduction on some map easier especially if you can define map zone lime the restricted mapflag.

that would be really nice!

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For anyone wondering how to patch it manually, the "-2443" won't help you find it. "-2443" & "+2443" are simply where the lines are located to begin editing. The "6" in "-2443,6" is the boundary of the number of the original lines to be edited, the "22" is how many lines there will be altogether AFTER editing the lines (original and empty lines included). Lines to be edited always begin at the line right after "@@####@@".

"+" means to add or replace the original lines with the new line. Ex. +"this is the new line to replace the old one/add a new line" (without the "" of course)

Same with "-", which is to erase that line.

If you have a different revision far off from the one given in the code, chances are the "@@ -2443,6 etc." won't find the correct lines. We can manually patch it.

Do you see any lines in between "@@ numbers @@"s that don't have a "+" or a "-" at the beginning of the line? That's because it's from the original un-edited lines, which means you can just "ctrl+f" those un-edited lines if your revision has it that is. After editing the whole thing, make sure that the lines amount to exactly the number from the "@@"s, which is "@@ -2443,6 +2443,22 @@". The final amount is ALWAYS the number after the comma from this line with the "+" sign in: "@@+number,number". Remember, each segment to be edited is separated by the "@@ numbers @@" lines, and it will tell you in the beginning of that segment what file must be edited and where it's located.

If your revision does not have some of the original lines, do not try to include the rest of the original. If it has none of them and you can't locate the lines, try opening up the a src file (the one you're trying to edit) that has a revision close (preferrably newer) to the one that is given. Don't worry if the ending number doesn't match up if you have a revision a lot older than the one given. Just make sure you are pasting in the right place.

An easy, simple-wording guide I suppose. I hope to see this in later revisions, if that they would allow it. Extremely useful.

Also, if downloading and opening the file corrupted the positioning of the lines, and it's hard to read, use this https://www.assembla...mage_v1.1.patch

And, kinda obvious, from "+[space]text", make sure it's "+[TAB]text" when copy and pasting. Tab in according to how much spacing there is.

Edited by Pillows
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Yeah or :

update to revision 15922 => apply patch => update to head

should be fine if the diff is made right and if they ain't got other customs..

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[Warning] itemdb_read_itemgroup: invalid group 2004 in db/skill_dama.txt:16

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First post updated. Added ver. 2.0 thx to Lighta for suggestion. Patch remake.

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2.0 is much more organized and efficient. PC, mob, boss damage, mapflag system is a lot better.

Great job! Once again, hope they include this is later revisions!

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Pardon my stupidity/lack of knowledge but in the example below:

// Examples:

// Mammonite: Normal maps, 0% for players, +50% for mobs, -30% for boss monsters, +10% for others

// 42,1,0,50,-30,10

// Adoramus: PvP & GvG maps, +50% for players, -50% for mobs, 0% for boss monsters, 0% for others

1: The 0% means the skill will do it's normal damage without any bonus or no damage at all?

2: If it's no damage at all, how to make the skill do it's normal damage?

3: in the first example +50% means it will DO extra damage of +50% ON mobs, or MOBS will do +50% damage with it?

4: Everytime I edit a skill I have to recompile? or it's possible to use @reloadskilldb?

Thanks and sorry if the question is too stupid/silly ;)

Edited by Cephaler
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Pardon my stupidity/lack of knowledge but in the example below:

// Examples:

// Mammonite: Normal maps, 0% for players, +50% for mobs, -30% for boss monsters, +10% for others

// 42,1,0,50,-30,10

// Adoramus: PvP & GvG maps, +50% for players, -50% for mobs, 0% for boss monsters, 0% for others

1: The 0% means the skill will do it's normal damage without any bonus or no damage at all?

2: If it's no damage at all, how to make the skill do it's normal damage?

3: in the first example +50% means it will DO extra damage of +50% ON mobs, or MOBS will do +50% damage with it?

4: Everytime I edit a skill I have to recompile? or it's possible to use @reloadskilldb?

Thanks and sorry if the question is too stupid/silly ;)

Oh... sorry! :)

1. 0% means +0% additional damage, i.e. normal damage + 0% = normal damage.

3. +50% additional damage ON mobs.

4. yes, @reloadskilldb is possible.

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Thank you so much Lilith.

Amazing script, can't wait to test it out. It should work wonders in high rate servers to balance things out ;)

3rd jobs and Kagerou/Oboro skills also work with that script?

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Thank you so much Lilith.

Amazing script, can't wait to test it out. It should work wonders in high rate servers to balance things out ;)

3rd jobs and Kagerou/Oboro skills also work with that script?

yeah all skill work

/no1

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