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Shockwave Trap and Ugly Dance


Shade

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Hi,

I am looking forward to edit the SP drain in this two skills, I tried searching skill.c,status.c and battle.c but couldn't find these skills in any of them. Do anyone know where the data for these skill effects are?

Thanks in advance.

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for shockwave

@skill.c

case HT_SHOCKWAVE:
    status_percent_damage(src, bl, 0, 15*skilllv+5, false);
break;

and with the ugly dance

case DC_UGLYDANCE:
   rate = 5+5*skilllv;
   if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
      rate += 5+skill;
   status_zap(bl, 0, rate);
  break;

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Thanks again Malufett,

I am just wondering what each value actually mean?

Why status_percent_damage and status zap do the same thing?

So, if I want to change the ugly dance to so the same SP reduction (i.e. consume 80% SP per tick at max level), I just have to edit to this? :

case DC_UGLYDANCE:
	rate = 15+5*skilllv;
	if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
	   rate += 5+skill;
	status_percent_damage(src, bl, 0, rate, false);
  break;

I am looking forward to understand src codes better but I am not sure if there a guide on it in Wiki or rAthena forum.

Thanks in advance.

Edited by Shade
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here is there definition

#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);

status_zap is used for only in manipulating hp/sp with a fixed value and w/o manipulating statuses like removing it or triggering something and also without walk delay in short silent manipulation...

while status_percentage_damage is manipulating hp/sp in a percentage value and it has an option if you want to kill the target or not when it takes all hp/sp...and also same with status_zap that it does't have walk delay/flinching animation

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