Scofield Posted July 25, 2014 Group: Members Topic Count: 109 Topics Per Day: 0.02 Content Count: 272 Reputation: 16 Joined: 01/11/13 Last Seen: 17 hours ago Share Posted July 25, 2014 I wonder if it is possible to remove the animation skill MO_EXPLOSIONSPIRITS, or leave faster animation. Quote Link to comment Share on other sites More sharing options...
0 OscarScorp Posted August 10, 2018 Group: Members Topic Count: 62 Topics Per Day: 0.02 Content Count: 217 Reputation: 16 Joined: 01/28/15 Last Seen: February 25, 2022 Share Posted August 10, 2018 I wonder if this is still possible on newer rAthena versions... Quote Link to comment Share on other sites More sharing options...
0 Bringer Posted August 11, 2018 Group: Members Topic Count: 162 Topics Per Day: 0.04 Content Count: 748 Reputation: 47 Joined: 03/12/14 Last Seen: Wednesday at 03:29 PM Share Posted August 11, 2018 9 hours ago, OscarScorp said: I wonder if this is still possible on newer rAthena versions... yes 1 Quote Link to comment Share on other sites More sharing options...
0 OscarScorp Posted August 12, 2018 Group: Members Topic Count: 62 Topics Per Day: 0.02 Content Count: 217 Reputation: 16 Joined: 01/28/15 Last Seen: February 25, 2022 Share 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 Link to comment Share on other sites More sharing options...
0 Eros Posted August 19, 2018 Group: Members Topic Count: 76 Topics Per Day: 0.02 Content Count: 202 Reputation: 2 Joined: 07/09/12 Last Seen: June 7, 2023 Share Posted August 19, 2018 How to do this in latest rAthena. On 8/11/2018 at 10:14 AM, Bringer said: yes how? Quote Link to comment Share on other sites More sharing options...
0 Eros Posted August 21, 2018 Group: Members Topic Count: 76 Topics Per Day: 0.02 Content Count: 202 Reputation: 2 Joined: 07/09/12 Last Seen: June 7, 2023 Share Posted August 21, 2018 bump Quote Link to comment Share on other sites More sharing options...
Cydh Posted July 25, 2014 Group: Developer Topic Count: 153 Topics Per Day: 0.03 Content Count: 2285 Reputation: 747 Joined: 06/16/12 Last Seen: February 21 Share Posted July 25, 2014 try add this after nullpo.. at src/map/clif.c#L5172 if (skill_id == MO_EXPLOSIONSPIRITS) return; 1 Quote Link to comment Share on other sites More sharing options...
Scofield Posted July 26, 2014 Group: Members Topic Count: 109 Topics Per Day: 0.02 Content Count: 272 Reputation: 16 Joined: 01/11/13 Last Seen: 17 hours ago Author Share 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 Link to comment Share on other sites More sharing options...
Cydh Posted July 26, 2014 Group: Developer Topic Count: 153 Topics Per Day: 0.03 Content Count: 2285 Reputation: 747 Joined: 06/16/12 Last Seen: February 21 Share Posted July 26, 2014 at src/map/clif.c#L5172 1 Quote Link to comment Share on other sites More sharing options...
Scofield Posted July 27, 2014 Group: Members Topic Count: 109 Topics Per Day: 0.02 Content Count: 272 Reputation: 16 Joined: 01/11/13 Last Seen: 17 hours ago Author Share 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 Link to comment Share on other sites More sharing options...
Cydh Posted July 27, 2014 Group: Developer Topic Count: 153 Topics Per Day: 0.03 Content Count: 2285 Reputation: 747 Joined: 06/16/12 Last Seen: February 21 Share Posted July 27, 2014 edit ur spr/act files, remove some frames 1 Quote Link to comment Share on other sites More sharing options...
Scofield Posted July 27, 2014 Group: Members Topic Count: 109 Topics Per Day: 0.02 Content Count: 272 Reputation: 16 Joined: 01/11/13 Last Seen: 17 hours ago Author Share 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 Link to comment Share on other sites More sharing options...
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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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