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Remove Animation MO_EXPLOSIONSPIRITS


Scofield

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I wonder if it is possible to remove the animation skill MO_EXPLOSIONSPIRITS, or leave faster animation.

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I wonder if this is still possible on newer rAthena versions...

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9 hours ago, OscarScorp said:

I wonder if this is still possible on newer rAthena versions...

yes

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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); ?

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How to do this in latest rAthena.

 

On 8/11/2018 at 10:14 AM, Bringer said:

yes

how? 

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bump

 

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try add this after nullpo.. at src/map/clif.c#L5172

if (skill_id == MO_EXPLOSIONSPIRITS) return;
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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 by cumbe11
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Thanks it worked! ...

 

Cydh I wonder if you know how to make the animation faster MO_EXPLOSIONSPIRITS instead of removing ...
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edit ur spr/act files, remove some frames

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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 by cumbe11
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