Scofield Posted July 25, 2014 Posted July 25, 2014 I wonder if it is possible to remove the animation skill MO_EXPLOSIONSPIRITS, or leave faster animation. Quote
0 OscarScorp Posted August 10, 2018 Posted August 10, 2018 I wonder if this is still possible on newer rAthena versions... Quote
0 Bringer Posted August 11, 2018 Posted August 11, 2018 9 hours ago, OscarScorp said: I wonder if this is still possible on newer rAthena versions... yes 1 Quote
0 OscarScorp Posted August 12, 2018 Posted August 12, 2018 On 8/10/2018 at 9:14 PM, Bringer said: yes Does that mean I have to add it here in clif.cpp? /// Skill attack effect and damage. /// 0114 <skill id>.W <src id>.L <dst id>.L <tick>.L <src delay>.L <dst delay>.L <damage>.W <level>.W <div>.W <type>.B (ZC_NOTIFY_SKILL) /// 01de <skill id>.W <src id>.L <dst id>.L <tick>.L <src delay>.L <dst delay>.L <damage>.L <level>.W <div>.W <type>.B (ZC_NOTIFY_SKILL2) int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int64 sdamage,int div,uint16 skill_id,uint16 skill_lv,enum e_damage_type type) { unsigned char buf[64]; struct status_change *sc; int damage = (int)cap_value(sdamage,INT_MIN,INT_MAX); nullpo_ret(src); nullpo_ret(dst); // HERE????? type = clif_calc_delay(type,div,damage,ddelay); if( ( sc = status_get_sc(dst) ) && sc->count ) { if(sc->data[SC_HALLUCINATION] && damage) damage = clif_hallucination_damage(); } #if PACKETVER < 3 WBUFW(buf,0)=0x114; WBUFW(buf,2)=skill_id; Between nullpo_ret(dst); and type = clif_calc_delay(type,div,damage,ddelay); ? Quote
0 Eros Posted August 19, 2018 Posted August 19, 2018 How to do this in latest rAthena. On 8/11/2018 at 10:14 AM, Bringer said: yes how? Quote
Cydh Posted July 25, 2014 Posted July 25, 2014 try add this after nullpo.. at src/map/clif.c#L5172 if (skill_id == MO_EXPLOSIONSPIRITS) return; 1 Quote
Scofield Posted July 26, 2014 Author Posted July 26, 2014 (edited) thanks I'll try ..I did so to be correct? /*========================================== * skill attack effect and damage * R 01de <skill ID>.w <src ID>.l <dst ID>.l <tick>.l <src delay>.l <dst delay>.l <damage>.l <skillv>.w <div>.w <type>.B *------------------------------------------*/ int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,int skill_id,int skill_lv,int type) { unsigned char buf[64]; struct status_change *sc; nullpo_ret(src); nullpo_ret(dst); + if (skill_id == MO_EXPLOSIONSPIRITS) return; type = clif_calc_delay(type,div,damage,ddelay); sc = status_get_sc(dst); if(sc && sc->count) { if(sc->data[SC_HALLUCINATION] && damage) damage = damage*(sc->data[SC_HALLUCINATION]->val2) + rand()%100; } Edit. did not work, the fury is still with animation this is to speed up the animation of fury would also be a positive hum ... know it worked leave faster animation instead of removing Edited July 25, 2014 by cumbe11 Quote
Scofield Posted July 27, 2014 Author Posted July 27, 2014 Thanks it worked! ... Cydh I wonder if you know how to make the animation faster MO_EXPLOSIONSPIRITS instead of removing ... Quote
Scofield Posted July 27, 2014 Author Posted July 27, 2014 (edited) I really want to leave the fast asura, the more fury atraza much, I would leave the asura equal to this .. I have already made all the conf with 0 delay and cast .. Zen and the fury has no delay Edited July 27, 2014 by cumbe11 Quote
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Scofield
I wonder if it is possible to remove the animation skill MO_EXPLOSIONSPIRITS, or leave faster animation.
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