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Posted (edited)

(Not only magic, but also all damage skill)

Picture preview : http://goo.gl/91vrl

Video preview :



Introduction : hmm... let skill attack also has critical hit. (damage x2)

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Download :
Critical_hit_on_Magic_2.patch

Critical_hit_on_Magic_1.patch

Critical_hit_on_Magic.patch

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qiDdD.jpg

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Update :

1. Show Full hit combo

2. Fix exp not gain and

int skill_mcri_hit(int tid, unsigned int tick, int id, intptr_t data)
{
struct mob_data *md = (struct mob_data *)data;
struct tmp_data *tmpd;
tmpd = &md->tmpd;
if(tmpd!=NULL)
{
switch(1) // 1 = red ; 2 = blue
{
Edited by goddameit
  • Upvote 2
  • MVP 2
  • Like 1
Posted

Brian's guide :

If you use TortoiseSVN, one easy way is:

  • checkout a working copy of the rAthena SVN trunk
  • do all your "Find and Replace" edits that you listed in your topic
  • then to generate the .diff file: right-click the /trunk folder --> TortoiseSVN --> Create Patch
  • Select all files, and click OK
  • enter a name for the file, and Save!

Posted (edited)

Brian's guide :

If you use TortoiseSVN, one easy way is:

  • checkout a working copy of the rAthena SVN trunk
  • do all your "Find and Replace" edits that you listed in your topic
  • then to generate the .diff file: right-click the /trunk folder --> TortoiseSVN --> Create Patch
  • Select all files, and click OK
  • enter a name for the file, and Save!

thx. later do it.

---------

edit :

done

Edited by goddameit
  • 2 weeks later...
  • 3 weeks later...
Posted

+1 for AWESOME.

 

Hmmm, I could have sworn I posted an additional reply? I suppose it got lost in translation!

Anyway, in it I had mentioned there was a bug with this fix. When scoring criticals with abilities that have effects, such as spells and things like finger offensive, the effect does not occur and the sprite animation repeats. It acts a little weird when casting on a target and they die mid-attack (with a multi-hitting attack). It sort of makes them "auto target" random stuff until the "attack" animation finishes.

Also, every hit is a crit if one is... Is there a way to change this so crits are checked for each attack on multi-hitting skills, like thunderbolt?

I tried messaging goddameit, but no response. :(

  • 2 weeks later...
Posted

bug in latest revision..

Yes, I was also going to past that this morning but didn't get around to it. Due to the new size modifications to monsters via "mob_once_spawn_sub" there is a compile error among what could potentially be other errors.

Uninstalling for now........

Posted (edited)

@Vach

I already fix the problem. heres the code, change the error.

md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--en--",1083,"", SZ_SMALL, AI_NONE);
Edited by Yurika
Posted

@Vach

I already fix the problem. heres the code, change the error.

md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--en--",1083,"", SZ_SMALL, AI_NONE);

Oh! Yea, I saw similarities in the code and knew this would fix it... but based on how this forces the size to small and the other issues with this I was talking about earlier... I'd rather see if Goddameit will update it himself before I start messing with it.

Thanks though. :)

Posted (edited)

goddameit, I suggest this, for only all magic skill works..

if ( (src->type == BL_PC || battle_get_master(src)->type == BL_PC) && attack_type == BF_MAGIC )

ahmm, how can i change the blue critical?

Edited by Yurika
Posted

I like the blue critical myself, I don't mind that it looks slightly off... only thing is how it repeats and doesn't bounce like the other criticals; but like you said that's a client issue.

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