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Cheria

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  1. Hello. I am updating my rAthena after a while nowt, and I found a problem with a code. Because Maelstrom isn't working as it should http://irowiki.org/wiki/Maelstrom I've been using the old 3ceam code that works like a "mini magnetic field", but now that I updated to revision 17203 this code isn't working anymore, I get alot of errors when I add it to battle.c and compile. Somewhere between revision 17019 and revision 17203 the code stopped working, every other code of maelstrom is exactly the same so I suppose rAthena doesn't support something on this code anymore. Is there a way to modify the code to make it work again on the newer versions of rAthena? I know its custom but I want to use it until Maelstrom works like it should be. Thanks. if( map_getcell(bl->m,bl->x,bl->y,CELL_CHKMAELSTROM) && (flag&BF_MAGIC) && skill_num && (skill_get_inf(skill_num)&INF_GROUND_SKILL) ) { int sp = damage * 20 / 100; // Steel need official value. status_heal(bl,0,sp,3); d->dmg_lv = ATK_BLOCK; return 0; }
  2. Not for me. I tried with Google Chrome and Firefox. Can you attach it please? Thanks.
  3. Link down. Can somebody re-upload it?
  4. Hi everyone. I'm having some problems in my server. Everytime WoE is played and a Guilds breaks the Emperium, the other guilds/players that should be warped out get gravity error. It only happens to the players that are near the Emperium when it gets broken. Does anyone know what is the problem? My Rev is 16809 and im using the "Euphy's WoE Controller" NPC. Thanks ^^
  5. Hi, can you tell me what is the solution?
  6. Hello Everyone. I want to modify the damage of this 3 skills, but i cant find the damage formula on battle.c, or any other important .c This is the only formula i find but i suppose its related just with spellfist because i already changed the numbers and didnt work. I think its the same problem that other person haves with Jupitel thunder, i cant find it neither. case MG_COLDBOLT: { struct status_change *sc = status_get_sc(src); if ( sc && sc->count ) { if ( sc->data[sC_SPELLFIST] && mflag&BF_SHORT ) { skillratio += (sc->data[sC_SPELLFIST]->val4 * 100) + (sc->data[sC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = 0; } if( sc->data[sC_AQUAPLAY_OPTION] ) skillratio += skillratio * sc->data[sC_AQUAPLAY_OPTION]->val3 / 100; } } break; case MG_FIREBOLT: { struct status_change *sc = status_get_sc(src); if ( sc && sc->count ) { if ( sc->data[sC_SPELLFIST] && mflag&BF_SHORT ) { skillratio += (sc->data[sC_SPELLFIST]->val4 * 100) + (sc->data[sC_SPELLFIST]->val2 * 100) - 100; ad.div_ = 1; ad.flag = BF_WEAPON|BF_SHORT; ad.type = 0; } if( sc->data[sC_PYROTECHNIC_OPTION] ) skillratio += skillratio * sc->data[sC_PYROTECHNIC_OPTION]->val3 / 100; } } break; case MG_LIGHTNINGBOLT: { struct status_change *sc = status_get_sc(src); if ( sc && sc->count ) { if ( sc->data[sC_SPELLFIST] && mflag&BF_SHORT ) { skillratio += (sc->data[sC_SPELLFIST]->val4 * 100) + (sc->data[sC_SPELLFIST]->val2 * 100) - 100; ad.div_ = 1; ad.flag = BF_WEAPON|BF_SHORT; ad.type = 0; } if( sc->data[sC_GUST_OPTION] ) skillratio += skillratio * sc->data[sC_GUST_OPTION]->val2 / 100; } } break; Thank You!
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