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Anisotropic Defixation

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Posts posted by Anisotropic Defixation


  1. On 20/08/2017 at 4:20 AM, Ridley said:

    why abandoned? It could need an update tho, I agree here :D

    i once started to archieve everything in different repos but this wasn't very useful at all. Also during the past 3 months I didn't had that much time for RO :|

     

    What I mean is that the encryption makes this file unusable, it won't load. You need to repack it with default encryption and that adds a good 500mb or more to the size.


  2. Berry use triggers your custom status with the defined duration, the status ticks at intervals you defined. If you want an example, check SC_L_LIFEPOTION (Medium Life Potion, ID 12459) or any other similar status.


  3. Remove that preserve change from the main block as well as the skill itself, and add it below that block, all by itself.

     


     

    case ST_PRESERVE:
        if (sd && sd->sc.data[type])
            clif->skill_nodamage(src, bl, skill_id, skill_lv, status_change_end(bl, type, INVALID_TIMER));
        else
            clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
        break;
    

  4. Sitting doesn't increase the amount recovered, it speeds up the ticks.

     

    Go to line 12729 of status.c (going by stock Hercules) and change that bonus++; to bonus += (int)(0.5f);

     

    This will reduce the tick by x1.5 instead of x2 but due to rounding up, the ticks will happen every 5 seconds and not 4.5, which is just 1 seconds faster than the default 6 sec interval when not sitting in case of HP recovery. The blocks above with RGN_SHP/RGN_SSP deal with regeneration that's boosted by passive skills (MG_SRECOVERY, SM_RECOVERY, etc) and would need to be modified in a similar way, which can be done by halving the val.


  5. Open monster_size_effect.lub inside the system folder, search for the DL's ID (1272) and delete the line including it ( [1272] = { MonsterSize = 1, MonsterEff = EFFECT.EF_DEVIL5 }, ).

     

    This file adds special visual effects and changes the sprite's size for some monsters, like champions.


  6. Check the actual code for sling item, whatever you have pasted there is incomplete. Gut all the unneeded parts, modify what's needed, add defines for the items (itemdb_is_GNbomb/itemdb_is_GNthrowable by default), imitate that. Of course you will also have to modify the entry in skill_require_db to behave in a similar way or hardcode the whole new portion instead. If you want the skill to do both what it does normally and this new thing without interferences (like your issue with the caster getting item's status), you'll have to split it into two blocks, adding a check for having a throwable item equipped or something of the sort, could also make it based on skill's level.

     

    This is something you'll have to figure out yourself, we don't know what's exactly going on there.


  7.  

    bonus2 bAddDamageClass,c,x;            +n% extra physical damage against monsters of class c

    bonus2 bAddMagicDamageClass,c,x;        +n% extra magical damage against monsters of class c

    bonus2 bAddDefClass,c,x;                +n% physical damage reduction against monsters of class c

    bonus2 bAddMDefClass,c,x;            +n% magical damage reduction against monsters of class c

     

     

    Check item_bonus.txt in the doc folder.


  8. The file name is whatever you want to use that's inside the wav folder, just type it in. It isn't going to work all the time though. Often, the sounds won't play at all or do so randomly. It's pretty inconsistent and there aren't any better editors.

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