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Anybody has the silent version of this old client? Please help!
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hello im trying to make it possible for some of my pets to evolve but the evolve option won't show up the custom test mobs themself work they do also work as pets so i did this inside my pet_db.conf at client side i did this: petinfo.lub: PetNameTable, PetStringTable [jobtbl.JT_Test1] = "Test1", [jobtbl.JT_Test2] = "Test2", PetEggItemID_PetJobID [30202] = jobtbl.JT_Test1, [30203] = jobtbl.JT_Test2, the egg IDs match with my item2_db PetFoodTable [jobtbl.JT_Test1] = 30201, [jobtbl.JT_Test2] = 30201, PetEvolutionCln_sak.lub: InsertEvolutionRecipeLGU(30202, 30203, 512, 1) InsertPetAutoFeeding(30201) since the pet info screen is client sided, i think the problems lays there but: when i try another pet (for example 9037 - wanderer) which is already defined in PetEvolutionCln_sak.lub the evolve option shows up when i run my client without petinfo.lub and PetEvolutionCln_sak.lub it gives an error, so im sure theyre read could someone please help me out?
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By Hidekitakase · Posted
Hello guys how can i do this... calculation of the damage boss/monster damage received that can be reduced by mapflag, its working but only with players pvp,gvg.... i really appreciate who can help me😀 like this in src/map/battle.c int64 battle_calc_pc_damage(struct block_list *src, struct block_list *bl, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) { int flag = d->flag; switch (skill_id) { //case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so don't worry about it */ case HW_GRAVITATION: case NJ_ZENYNAGE: case KO_MUCHANAGE: break; default: if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag & BF_WEAPON) damage = damage * map->list[bl->m].weapon_damage_rate / 100; if (flag & BF_MAGIC) damage = damage * map->list[bl->m].magic_damage_rate / 100; if (flag & BF_MISC) damage = damage * map->list[bl->m].misc_damage_rate / 100; } else { //Normal attacks get reductions based on range. if (flag & BF_SHORT) damage = damage * map->list[bl->m].short_damage_rate / 100; if (flag & BF_LONG) damage = damage * map->list[bl->m].long_damage_rate / 100; } if (!damage) damage = 1; break; } return damage; }
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