int i = rnd()%12; // Positive buff count int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration switch (i) { case 0: // Heal 1~9999 HP heal = rnd() %9999+1; clif->skill_nodamage(ss,bl,AL_HEAL,heal,1); status->heal(bl,heal,0,0); break; case 1: // End all negative status status->change_clear_buffs(bl,2); if (tsd) clif->gospel_info(tsd, 0x15); break; case 2: // Immunity to all status sc_start(ss,bl,SC_SCRESIST,100,100,time); if (tsd) clif->gospel_info(tsd, 0x16); break; case 3: // MaxHP +100% sc_start(ss,bl,SC_INCMHPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x17); break; case 4: // MaxSP +100% sc_start(ss,bl,SC_INCMSPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x18); break; case 5: // All stats +20 sc_start(ss,bl,SC_INCALLSTATUS,100,20,time); if (tsd) clif->gospel_info(tsd, 0x19); break; case 6: // Level 10 Blessing sc_start(ss,bl,SC_BLESSING,100,10,time); break; case 7: // Level 10 Increase AGI sc_start(ss,bl,SC_INC_AGI,100,10,time); break; case 8: // Enchant weapon with Holy element sc_start(ss,bl,SC_ASPERSIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1c); break; case 9: // Enchant armor with Holy element sc_start(ss,bl,SC_BENEDICTIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1d); break; case 10: // DEF +25% sc_start(ss,bl,SC_INCDEFRATE,100,25,time); if (tsd) clif->gospel_info(tsd, 0x1e); break; case 11: // HIT/Flee +50 sc_start(ss,bl,SC_INCHIT,100,50,time); sc_start(ss,bl,SC_INCFLEE,100,50,time); if (tsd) clif->gospel_info(tsd, 0x20); break; } }
what i did to gospel i just // the buffs that i want to removed is that okay?Mind Breaker at 10% per level, you mean? Or total?
Per level, src/map/status.c:
if (sc->data[SC_MINDBREAKER]) matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
change to
if (sc->data[SC_MINDBREAKER]) matk += matk * sc->data[SC_MINDBREAKER]->val2/200;
For gospel src/map/skill.c:
int i = rnd()%13; // Positive buff count int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration switch (i) { case 0: // Heal 1~9999 HP heal = rnd() %9999+1; clif->skill_nodamage(ss,bl,AL_HEAL,heal,1); status->heal(bl,heal,0,0); break; case 1: // End all negative status status->change_clear_buffs(bl,2); if (tsd) clif->gospel_info(tsd, 0x15); break; case 2: // Immunity to all status sc_start(ss,bl,SC_SCRESIST,100,100,time); if (tsd) clif->gospel_info(tsd, 0x16); break; case 3: // MaxHP +100% sc_start(ss,bl,SC_INCMHPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x17); break; case 4: // MaxSP +100% sc_start(ss,bl,SC_INCMSPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x18); break; case 5: // All stats +20 sc_start(ss,bl,SC_INCALLSTATUS,100,20,time); if (tsd) clif->gospel_info(tsd, 0x19); break; case 6: // Level 10 Blessing sc_start(ss,bl,SC_BLESSING,100,10,time); break; case 7: // Level 10 Increase AGI sc_start(ss,bl,SC_INC_AGI,100,10,time); break; case 8: // Enchant weapon with Holy element sc_start(ss,bl,SC_ASPERSIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1c); break; case 9: // Enchant armor with Holy element sc_start(ss,bl,SC_BENEDICTIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1d); break; case 10: // DEF +25% sc_start(ss,bl,SC_INCDEFRATE,100,25,time); if (tsd) clif->gospel_info(tsd, 0x1e); break; case 11: // ATK +100% sc_start(ss,bl,SC_INCATKRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x1f); break; case 12: // HIT/Flee +50 sc_start(ss,bl,SC_INCHIT,100,50,time); sc_start(ss,bl,SC_INCFLEE,100,50,time); if (tsd) clif->gospel_info(tsd, 0x20); break; } }
to
int i = rnd()%12; // Positive buff count int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration switch (i) { case 0: // Heal 1~9999 HP heal = rnd() %9999+1; clif->skill_nodamage(ss,bl,AL_HEAL,heal,1); status->heal(bl,heal,0,0); break; case 1: // End all negative status status->change_clear_buffs(bl,2); if (tsd) clif->gospel_info(tsd, 0x15); break; case 2: // Immunity to all status sc_start(ss,bl,SC_SCRESIST,100,100,time); if (tsd) clif->gospel_info(tsd, 0x16); break; case 3: // MaxHP +100% sc_start(ss,bl,SC_INCMHPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x17); break; case 4: // MaxSP +100% sc_start(ss,bl,SC_INCMSPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x18); break; case 5: // All stats +20 sc_start(ss,bl,SC_INCALLSTATUS,100,20,time); if (tsd) clif->gospel_info(tsd, 0x19); break; case 6: // Level 10 Blessing sc_start(ss,bl,SC_BLESSING,100,10,time); break; case 7: // Level 10 Increase AGI sc_start(ss,bl,SC_INC_AGI,100,10,time); break; case 8: // Enchant weapon with Holy element sc_start(ss,bl,SC_ASPERSIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1c); break; case 9: // Enchant armor with Holy element sc_start(ss,bl,SC_BENEDICTIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1d); break; case 10: // DEF +25% sc_start(ss,bl,SC_INCDEFRATE,100,25,time); if (tsd) clif->gospel_info(tsd, 0x1e); break; case 11: // HIT/Flee +50 sc_start(ss,bl,SC_INCHIT,100,50,time); sc_start(ss,bl,SC_INCFLEE,100,50,time); if (tsd) clif->gospel_info(tsd, 0x20); break; } }
if (sc->data[SC_MINDBREAKER]) matk *= 1.1;
Well, you can comment everything inside the case, just don't comment the "case x:" as well, that way they'll be getting increased chance at other statuses instead of the ones you commented out.
If for every level of Mind Breaker you want 10%, then replace the lines I brought up before with:
if (sc->data[SC_MINDBREAKER]) matk *= 1.1;
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