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Posted

index.php?app=downloads&module=display&section=screenshot&id=3044

File Name: Race AntiSkill

File Submitter: Kichi

File Submitted: 21 Oct 2013

File Category: Source Modifications

Content Author: Kichi

======== Compatible ==========

Compatible With rAthena, other emulator just PM me

I made this code in purpose to event

======== How To Use ==========

example:

1002,PORING,Poring,Poring,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,..;

change to

1002,PORING,Poring,Poring,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,13,21,0x83,...;

And your poring will immune again Skill (offensives).

Note:

3 = Race Plant

13 = Race Anti Skill

======== Suggestion ==========

Suggestions are welcome.

Click here to download this file

Posted

This is pretty cool would be a nice option to add offically. Give admin more flexibility expecially if you are trying to spawn something similar to an emperium. Would probably also eliminate people from using the monks triple attack skills.

 

Peopleperson49

Posted

Thank you, but this is Race
If go official don't agree,
I like other option to make dynamic mob immune skill / immune physic

db/mob_immune.txt << setting

so not need to change his race (will break the GAME Play)

Posted (edited)

It won't break the game since you have to choose to make mobs do this. As long as they don't implement in any mobs in the mod_db than its just a very nice feature! I myself will probably make the golden theif bug fall under this setting. Also my king of emperium hill script will probably use it to make the emperium truely immune to skills. I also like it how you modified the plants with it!

 

Peopleperson49

Edited by Peopleperson49

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