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mybitch

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Posts posted by mybitch


  1. Hi there, 

     

    I wanted to use the option inside diffpatcher which is WDGSkipPacketHeaderObfuscation. But the problem is, everytime i try to diff my client, i cant find this option to include into my client. Anyone know how to solve this matter? the file WDGSkipPacketHeaderObfuscation is already inside my diffpatcher plugins, but it wont load the option during patcher process. Below are the picture of my plugin folder and the diff process :-

     

    58120970.png

     

    56738397.png

     

    Try to download other version of the dll file. Maybe because you have an outdated version for the client or a very updated. Which is which.


  2. for easy trick

     

    map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)  clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);sg->limit=DIFF_TICK(tick,sg->tick)+1500 +  (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.if( sg->unit_id != UNT_CLAYMORETRAP )	 sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.   break;

    then change your skill_cast_db.txt

     

    //-- HT_CLAYMORETRAP

    123,0,0,0,20000:40000:60000:80000:100000,0,0,-1

     

    so the total hit will be (duration1 left/1000)

     

    :meow:

     

    Oh it worked. Just get rid of -1 after 2 zeroes on the skill_cast_db but the problem is the yellow damage doesn't shows up hehehe. Only the damage dealt per monster..


  3.  

    find

    		case UNT_FIREPILLAR_ACTIVE:			map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
    change to
    		case UNT_FIREPILLAR_ACTIVE:			if( sg->unit_id == UNT_CLAYMORETRAP ) {				int spa = 0, spl = map_foreachinrange(skill->area_sub, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &src->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill->area_sub_count);				if( spl <= 0 ) spl = 1;				for( spa = 0; spa < spl; spa++ )					map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);			} else				map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
    again untested, and poorly written because im lazy #__# XD

     

    It works but the damage doesn't show. For example the maximum damage showing doesn't stack only shows 900 where 900 is the damage per mobs.. but the total damage dealt by the mob is more than it..

     

    How to show stacked damage on the claymore trap?

     

    IND, is it possible to reproduce the same damage shown in the video at 2:14 seconds onwards? 


  4.  

    aah uhm i feel sort of lazy todo that one xdd well to sum it up it'd take one to edit skill_castend_damage_id to set AC_SHOWER flag as SD_LEVEL (with it var skill_area_temp[0] will have the number of people that will be affected)...well i'll do it in a very ugly way because im lazy xdd..

    find

    				// recursive invocation of skill->castend_damage_id() with flag|1				map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
    change to
    				if( skill_id == AC_SHOWER ) {					int spa = 0, spl = map_foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count);					if( spl <= 0 ) spl = 1;					for( spa = 0; spa < spl; spa++ )						map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);				} else // recursive invocation of skill->castend_damage_id() with flag|1					map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);

     

    not AC_SHOWER but HT_CLAYMORETRAP .. 

     

    I'll just change AC_SHOWER to HT_CLAYMORE TRAP? Also where should I replace this? skill.c?


  5.  

    How to split mobs using arrow shower? for example.. mobbed them into one line you could use arrow shower and they all get push back the cells without splitting to the all sides..

    in skill.c

    find

    		switch(skill_id) {//direction			case MG_FIREWALL:			case PR_SANCTUARY:			case SC_TRIANGLESHOT:			case LG_OVERBRAND:			case SR_KNUCKLEARROW:			case GN_WALLOFTHORN:			case EL_FIRE_MANTLE:				dir = unit_getdir(bl);// backwards				break;			// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.			case WZ_STORMGUST:				dir = rand()%8;				break;			case WL_CRIMSONROCK:				dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);				break;		}
    change to
    		switch(skill_id) {//direction			case MG_FIREWALL:			case PR_SANCTUARY:			case SC_TRIANGLESHOT:			case LG_OVERBRAND:			case SR_KNUCKLEARROW:			case GN_WALLOFTHORN:			case EL_FIRE_MANTLE:			case AC_SHOWER:				dir = unit_getdir(bl);// backwards				break;			// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.			case WZ_STORMGUST:				dir = rand()%8;				break;			case WL_CRIMSONROCK:				dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);				break;		}

    ty!


  6.  

    // 09 Number of hits (when positive, damage is increased by hits, //    negative values just show number of hits without increasing total damage)
    your damage increases because you're using a positive 9 not a negative 9.

     

    Thanks about this but the video, the claymore trap works as.. if x mobs steps on the claymore trap.. the damage is  dependent on the x mobs who steps on it.. for example..

     

    2 mobs steps on the claymore trap.. the damage will be twice the normal for all mobs.. as if.. if 1 mob steps on it.. isn't it splashes the damage? therefore the damage stacks on how many mobs steps on it..

     

    Mmmm..

     

    1 mob = 1 splash = damage all..

    2 mob = 1 splash = damage all..

     

    should be..

     

    1 mob = 1 splash = damage all

    2 mob = 2 splash = damage of 2 splash all

     

    like this.. how to do it?

     

    Also, after the mobs steps on the claymore there is that yellow count on the screen..


  7.  

     

     

     

    Traps skill can be Pushed or Knock back by Arrow Shower? For example if you place ankle snare and use arrow shower on it. The ankle snare will move a cell.. Currently the situation is that.. if you use arrow shower the traps are being damage..

    all traps can be blown using arrow shower except ankle snare and electric shocker..

    and define in skill.c

     

    case BL_SKILL:   su = (struct skill_unit *)target;   if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )    return 0; // ankle snare cannot be knocked back   break;

     

    :meow:

     

    Yes I know. It can't be but how to enable it for them to be knocked back? for example if using ankle snare and electric shocker arrow shower will cause them knock back..

     

    Should I do this?

     

     

    //case BL_SKILL:   //su = (struct skill_unit *)target;   //if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )    //return 0; // ankle snare cannot be knocked back   //break;

    No, please do this:

    case BL_SKILL:   su = (struct skill_unit *)target;//   if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )//    return 0; // ankle snare cannot be knocked back   break;

     

    Thank you! How to do the second one? 

     

    How to split mobs using arrow shower? for example.. mobbed them into one line you could use arrow shower and they all get push back the cells without splitting to the all sides..


  8.  

     

    Traps skill can be Pushed or Knock back by Arrow Shower? For example if you place ankle snare and use arrow shower on it. The ankle snare will move a cell.. Currently the situation is that.. if you use arrow shower the traps are being damage..

    all traps can be blown using arrow shower except ankle snare and electric shocker..

    and define in skill.c

     

    case BL_SKILL:   su = (struct skill_unit *)target;   if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )    return 0; // ankle snare cannot be knocked back   break;

     

    :meow:

     

    Yes I know. It can't be but how to enable it for them to be knocked back? for example if using ankle snare and electric shocker arrow shower will cause them knock back..

     

    Should I do this?

     

     

    //case BL_SKILL:   //su = (struct skill_unit *)target;   //if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )    //return 0; // ankle snare cannot be knocked back   //break;
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