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need assistance regards to this src modification


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Posted

Hi,


so i'm modifying the knuckle arrow skill of shura i just want it to have the effect that it destroys the targets armor even it has a "bonus bUnbreakableArmor,0;" item script so i just snip out a source code of armor destroy skill of npc "skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);"



thanks!



 


 

 

3 answers to this question

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Posted

Just duplicate and remove the function for bonus check

 

skill.c
 

int skill_break_equip2 (struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag)
{
	const int where_list[4]     = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
	const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
	const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
	struct status_change *sc = status_get_sc(bl);
	int i;
	TBL_PC *sd;
	sd = BL_CAST(BL_PC, bl);
	if (sc && !sc->count)
		sc = NULL;

	if (sd) {
		if (where&EQP_WEAPON) {
			switch (sd->status.weapon) {
				case W_FIST:	//Bare fists should not break 
				case W_1HAXE:
				case W_2HAXE:
				case W_MACE: // Axes and Maces can't be broken [DracoRPG]
				case W_2HMACE:
				case W_STAFF:
				case W_2HSTAFF:
				case W_BOOK: //Rods and Books can't be broken [Skotlex]
				case W_HUUMA:
					where &= ~EQP_WEAPON;
			}
		}
	}
	if (flag&BCT_ENEMY) {
		if (battle_config.equip_skill_break_rate != 100)
			rate = rate*battle_config.equip_skill_break_rate/100;
	} else if (flag&(BCT_PARTY|BCT_SELF)) {
		if (battle_config.equip_self_break_rate != 100)
			rate = rate*battle_config.equip_self_break_rate/100;
	}

	for (i = 0; i < 4; i++) {
		if (where&where_list[i]) {
			if (sc && sc->count && sc->data[scdef[i]])
				where&=~where_list[i];
			else if (rnd()%10000 >= rate)
				where&=~where_list[i];
			else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
				sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
		}
	}
	if (!where) //Nothing to break.
		return 0;
	if (sd) {
		for (i = 0; i < EQI_MAX; i++) {
			int j = sd->equip_index[i];
			if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
				continue;

			switch(i) {
				case EQI_HEAD_TOP: //Upper Head
					flag = (where&EQP_HELM);
					break;
				case EQI_ARMOR: //Body
					flag = (where&EQP_ARMOR);
					break;
				case EQI_HAND_R: //Left/Right hands
				case EQI_HAND_L:
					flag = (
						(where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
						(where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
					break;
				case EQI_SHOES:
					flag = (where&EQP_SHOES);
					break;
				case EQI_GARMENT:
					flag = (where&EQP_GARMENT);
					break;
				default:
					continue;
			}
			if (flag) {
				sd->status.inventory[j].attribute = 1;
				pc_unequipitem(sd, j, 3);
			}
		}
		clif_equiplist(sd);
	}

	return where; //Return list of pieces broken.
}

skill.h

int skill_break_equip2(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag);

skill_break_equip2(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);

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