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Crystallization Effect


SlashGeeGee

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Hi rAthena,

How do i add the item script Crystalize enemy when attacking?  there's no Eff_Crystallization but there is SC_CRYSTALIZE.

 

 

 

SlashGeeGee

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you mean, the effect that makes players move slow? i would also like know the same effect for burns lol

 

srry, will have to wait a bit more D:

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Found this one:

 

Sropho Card

Description: Inflicts Crystallization status effect at a certain chance on melee attack
Compound on: Weapon
 
but the script is like this.
{ bonus3 bAutoSpell,"WL_FROSTMISTY",1,30; },{},{}
 
is this ok for crystallization effect ?
 
 
SlashGeeGee
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i guess it is, but seems like it will cast  frosty mist

 

i guess too that for the burning effect, the script will look similar lol

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i guess it is, but seems like it will cast  frosty mist

 

i guess too that for the burning effect, the script will look similar lol

 

yeah for burning effect. you must autocast dragon breath :))))

 

seems like rA has no official crystallization effect yet.

 

 

SlashGeeGee

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let's suggest it o:!

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Try combining these two (Kinda similar to Vanberk card)

 

autobonus

*autobonus <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
*autobonus2 <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
*autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
*autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
 
These commands are meant to be used in item scripts. They will probably work 
outside item scripts, but the bonus will not persist for long. They, as 
expected, refer only to an invoking character.
 
What these commands do is 'attach' a script to the player which will get
executed on attack (or when attacked in the case of autobonus2).
 
Rate is the trigger rate of the script (10000 = 100%). 
 
Duration is the time that the bonus will last for since the script has triggered.
 
Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3)
 
The optional argument 'flag' is used to classify the type of attack where the script
can trigger (it shares the same flags as the bAutoSpell bonus script):
 
Range criteria:
BF_SHORT:  Trigger on melee attack
BF_LONG:   Trigger on ranged attack
Default:   BF_SHORT+BF_LONG
Attack type criteria:
BF_WEAPON: Trigger on weapon skills 
BF_MAGIC:  Trigger on magic skills 
BF_MISC:   Trigger on misc skills
Default:   BF_WEAPON
Skill criteria:
BF_NORMAL: Trigger on normal attacks
BF_SKILL:  Trigger on skills
default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
  otherwise BF_SKILL+BF_NORMAL is used.
 
The difference between the optional argument 'other script' and the 'bonus script' is that,
the former one triggers only when attacking(or attacked) and the latter one runs on 
status calculation as well, which makes sure, within the duration, the "bonus" that get
lost on status calculation is restored. So, 'bonus script' is technically supposed to accept
"bonus" command only. And we usually use 'other script' to show visual effects.
 
In all cases, when the script triggers, the attached player will be the one
who holds the bonus. There is currently no way of knowing within this script  
who was the other character (the attacker in autobonus2, or the target in
autobonus and autobonus3).
 
//Grants a 1% chance of starting the state "all stats +10" for 10 seconds when
//using weapon or misc attacks (both melee and ranged skills) and shows a special 
//effect when the bonus is active.
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";

and

 

sc_start

 
*sc_start  <effect type>,<ticks>,<value 1>{,<rate>,<flag>{,<GID>}};
*sc_start2  <effect type>,<ticks>,<value 1>,<value 2>{,<rate>,<flag>{,<GID>}};
*sc_start4  <effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<rate>,<flag>{,<GID>}};
*sc_end  <effect type>{,<GID>};
 
These commands will bestow a status effect on a character.
 
The <effect type> determines which status is invoked. This can be either a number
or constant, with the common statuses (mostly negative) found in 'db/const.txt'
with the 'SC_' prefix. A full list is located in 'src/map/status.h', though
they are not currently documented.
 
The duration of the status is given in <ticks>, or milleseconds.
 
Certain status changes take an additional parameter <value 1>, which typically
modifies player stats by the given number or percentage. This differs for each
status, and is sometimes zero.
 
Optional value <rate> is the chance that the status will be invoked (100 = 1%).
This is used primarily in item scripts. When used in an NPC script, a flag MUST
be defined for the rate to work.
 
Optional value <flag> is how the status change start will be handled (a bitmask).
 1: Status change cannot be avoided.
 2: Tick cannot be reduced by stats (default).
 4: sc_data loaded, so no value will be altered.
 8: Rate cannot be reduced.
 
If a <GID> is given, the status change will be invoked on the specified character
instead of the one attached to the script. This can only be defined after setting
a rate and flag.
 
'sc_start2' and 'sc_start4' allow extra parameters to be passed, and are used only
for effects that require them. The meaning of the extra values vary depending on the
effect type.
 
'sc_end' will remove a specified status effect. If SC_ALL (-1) is given, it will
perform a complete removal of all statuses (although permanent ones will re-apply).
 
Examples:
// This will poison the invoking character for 10 minutes at 50% chance.
sc_start SC_POISON,600000,0,5000;
 
// This will bestow the effect of Level 10 Blessing.
sc_start 10,240000,10;
 
// Elemental armor defense takes the following four values:
// val1 is the first element, val2 is the resistance to the element val1.
// val3 is the second element, val4 is the resistance to the element val3.
sc_start4 SC_DefEle,60000,Ele_Fire,20,Ele_Water,-15;
 
// This will end the Freezing status for the invoking character.
sc_end SC_FREEZE;
Edited by sandbox
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Crystallize Effect will make the enemy unable to move, use skill and use any healing items for a few seconds base on my official pRO account. The "WL_FROSTMISTY" is completely wrong. That's only a temporary and it will not give you freezing status effect, instead it is a crystallize status with snow flakes on your head like Diamond Dust.

 

For a hint, try to use the diamond effect status converting it into a script. Ask Cydh for this.

Edited by Jezu
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huh allright, thank you for the repply

 

huh i also wanted how to make a bonus that inflicts burn or the effect of frost misty of the warlock D:

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