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Custom Arrow Issues...


Peopleperson49

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Any idea why custom arrow don't work as there designed to do. I have made several arrows and all but one (exploding arrow) of them don't work. I was wondering if there were special rules for arrows. I can see it tomorrow a lot of servers will now have custom arrows, lol. Well I have about 30 more than this, lol!

28623,Quiet_Arrow,Quiet Arrow,10,20,,1,25,,,,0x000A1848,7,2,32768,,1,,1,{ bonus3 bAutoSpell,76,1,100; },{},{}
28624,Undeadly_Arrow,Undeadly Arrow,10,20,,1,25,,,,0x000A1848,7,2,32768,,1,,1,{ bonus3 bAutoSpell,77,1,100; },{},{}
28714,Exploding_Arrow,Exploding Arrow,10,20,,1,25,,,,0x000A1848,7,2,32768,,1,,1,{ bonus bAtkEle,Ele_Fire; bonus bSplashAddRange,1; },{},{}
28729,Mesa_Arrow,Mesa Arrow,10,25,,1,25,,,,0x000A1848,7,2,32768,,1,,1,{ bonus3 bAutoSpell,28,10,100; bonus bIgnoreDefEle,7; bonus bIgnoreDefEle,9; },{},{}
28731,Healing_Arrow,Healing Arrow,10,20,0,,25,,,,0x000A1848,7,2,32768,,1,,1,{ bonus4 bAutoSpell,28,1,100,1; },{},{}
28733,Quick_Draw_Arrow,Quick Draw Arrow,10,20,0,1,25,,,,0x000A1848,7,2,32768,,1,,1,{ bonus bAspdRate,10; },{},{} //Increase ASPD by 10%.
28735,Double_Draw_Arrow,Double Draw Arrow,10,20,0,1,25,,,,0x000A1848,7,2,32768,,1,,1,{ bonus bDoubleAddRate,25; },{},{}
28737,Zeny_Arrow,Zeny Arrow,10,20,0,1,25,,,,0x000A1848,7,2,32768,,1,,1,{ bonus2 bAddGetZenyNum,-100,20; },{},{}

Peopleperson49

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Not really.. People had custom arrows long before you did lol.. I've had like 3 before. Nothing really fancy. I've also had custom bullets for Gunslingers. So, meh.

Edited by Mysterious
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These are the same arrows that I have on my first server about 7 years ago, but they worked then. Ever since I switched from eathena to rathena they havn't work. Now I'm trying to figure out why. Any ideas to it?

Peopleperson49

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For the autospells for skills, try to add triggers. Like, for the skill to cast, add long ranged attack. So that when snipers hit with them, it should cast since they're using range.

This one ---->

bonus5 bAutoSpell,x,y,n,t,i;  n/10% chance to cast skill x of level y when attacking (supports skill names)
 t: Trigger criteria:
    BF_SHORT: Trigger on melee attack
    BF_LONG: Trigger on ranged attack
    ( Default: BF_SHORT+BF_LONG )

    BF_WEAPON: Trigger on weapon skills
    BF_MAGIC: Trigger on magic skills
    BF_MISC: Trigger on misc skills
    ( Default: BF_WEAPON )

    BF_NORMAL: Trigger on normal
    attacks.
    BF_SKILL: Trigger on skills
    (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON)

    i:
    0=cast on self
    1=cast on enemy, not on self
    2=use random skill lv in [1..y]
    3=1+2 (random lv on enemy)

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Thanks I will give that a try!

Peopleperson49

Update. I tried changing the arrows and still they don't work. If you have other ideas please let me know this arrow situation is very annoying! Thanks.

Peopleperson49

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Why don't you change the effects to the "OnEquip" section? Because they're technically "Equipped" when the Hunter equips the arrow lol.

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Changing the OnEquip worked for the autospell ones, thanks. As for the other ones I know why they don't work now. Theres a note at the bottom of the item_bonus doc. It says: // those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored. I wish they would make any of them work, but for now I can't use them.

Peopleperson49

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