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reds09

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Posts posted by reds09


  1.  

    You are placing it in the wrong place. For SC statuses checks it goes under status_check_skilluse (status.c), right here https://github.com/HerculesWS/Hercules/blob/master/src/map/status.c#L1796

    Turn this:

    if(tsc && tsc->count) {		/* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */		if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )			return 0;		if(!skill_id && tsc->data[SC_TRICKDEAD])			return 0;		if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)			&& tsc->data[SC_FREEZE])			return 0;		if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))			return 0;		if( ( tsc->data[SC_STEALTHFIELD] || tsc->data[SC_CAMOUFLAGE] ) && !(st->mode&(MD_BOSS|MD_DETECTOR)) && flag == 4 )			return 0;	}

    To this:

    if(tsc && tsc->count) {		/* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */		if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )			return 0;		if(!skill_id && tsc->data[SC_TRICKDEAD])			return 0;		if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)			&& tsc->data[SC_FREEZE])			return 0;		if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))			return 0;		if( ( tsc->data[SC_STEALTHFIELD] || tsc->data[SC_CAMOUFLAGE] ) && !(st->mode&(MD_BOSS|MD_DETECTOR)) && flag == 4 )			return 0;		if (skill_id == NG_JUTSU_FUNERAL && !(tsc->data[SC_STONE])) 			return 0;	}

     

    great solved


  2.  

    You are checking the source's status. it should be like this:

    if(skill_id == NG_JUTSU_FUNERAL) { // Gravitation and Pressure do damage without removing the effect			if(tsc && tsc->data[SC_STONE]){					damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.			}else{				d->dmg_lv = ATK_BLOCK;				return 0;			}		}

    However, as the comment says, you're actually doubling damage if you keep it like this. So, for it doing exactly what you want it to do, it should be like this:

    if(skill_id == NG_JUTSU_FUNERAL && !(tsc && tsc->data[SC_STONE])) {	// Deal damage only when the target is under stone curse status	d->dmg_lv = ATK_BLOCK;	return 0;}

     

    Mano thank you for being helped me, but it still fails the skill continues to take damage normally, not only when the player is in a state of petrification (sc_stone). Because my idea and make that skill just take damage when the enemy is stunned, proque if not she "misses". I tried other forms within that gave me no success.


  3. I'm trying to make a skill only be performed or take damage when the target is petrified (SC_STONE), but I can not solve.

    I used the example of SC_WHITEIMPRISON:

     

     

     

     

    if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect            if( skill_id == MG_NAPALMBEAT ||                skill_id == MG_SOULSTRIKE ||                skill_id == WL_SOULEXPANSION ||                (skill_id && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) ||                (!skill_id && (status->get_status_data(src))->rhw.ele == ELE_GHOST)                    ){                if( skill_id == WL_SOULEXPANSION )                    damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.                status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect            }else{                d->dmg_lv = ATK_BLOCK;                return 0;            }        } 

     

     





    and I did my, but it does not work fot.

     

     

     

    if(skill_id == NG_JUTSU_FUNERAL) { // Gravitation and Pressure do damage without removing the effect			if(sc->data[SC_STONE]){					damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.			}else{				d->dmg_lv = ATK_BLOCK;				return 0;			}		}

     

     



    Is there some function that checks whether the player is with some active status?

    Style the getStatus, however for the enemy.


  4. Is there any function in src that I can use in a skill to check your id? Ex: When I give Targed in a mob the skill will verify that the mob that used the skill and the determined ex:

     

     

    If (checker == IDMOB) performs the function {} else {} runs


  5. clif.c

     

    clif_pet_roulette

     

    Review the following places, as had already made up before:

     

    void clif_pet_roulette(struct map_session_data *sd,int data){	int fd;	nullcheckvoid(sd);	fd=sd->fd;	WFIFOHEAD(fd,packet_len(0x1a0));	WFIFOW(fd,0)=0x1a0;	WFIFOB(fd,2)=data;	WFIFOSET(fd,packet_len(0x1a0));}andclif->pet_roulette = clif_pet_roulette;

    But the "animation" Roulette continues to appear ...

     

    the document he talks about a "ZC_TRYCAPTURE_MONSTER", and that will be the animation name (sprite)? I searched several files not found.


  6. slot-machine.gif
     
    I'm trying to remove the animation "slotmachine" that appears when trying to capture a pet. I was in the file "pet.c" but found nothing to remove this animation.
     
    Does anyone know how to remove or and other file?
     
    because not found any animation called the same in pet.ce or other files.

  7. I'm trying to customize the skill "theft" of the thief (TF_STEAL ID: 50) so she only run the "theft" if the check is positive.

    For example:

    Only steal the mob have such "item"

    So steal if such a "mob"

    So steal the mob is specified with both hp

    I began trying to verify the mob and was thus put this warning an error.

    case TF_STEAL:            if(sd) {            if(src->bl.id == 1002) {            if(pc->steal_item(sd,bl,skill_lv))               clif->skill_nodamage(src,bl,skill_id,skill_lv,1);            else               clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);            }            }

     

    I tried that, but the wrong one "block_lista", saying as "bl" did not exist...

     

    Does anyone know show me "function" right?

    If you need to change the src I thought to modify the "killedrid" to receive the parameter when "attack" the mob rather than when he "died" but have little knowledge of src to do this is if someone can indicate.


  8. who cast the skill ? player  or mob?

    Part of the status / skill I managed to solve and the check is running and the player that launches.
     
    Now as I said and about checking the mob, it will not launch a skill, but if the "mob" determined happened "X" if any happened "y".

  9. depends on how are you going to trigger, OnNPCKillEvent etc

     
    On verification of active skill I managed to solve.
     
    Well I'm not using OnNPCKillEvent because I want to check with the mob still alive, he would die only after I run what was inside that if.

     

    ex:

     

     
    If the mob determined that performs such a thing and at the end he would die or any other things.
     
    But as I said in the topic can not verify the mob.

     

     

     

    if (id == Mob) {}

     

     

     
     
    NOTE: If I'm wrong about OnNPCKillEvent correct me...

  10. What would be the "names" right to call for a check of a "mob" and if a "skill" is active:

     

    Eg (these low are wrong, only one ex)

     


    quote

     

    if (mob == 1003) {

     

    execute
    }

     

    if (== skill AL_INAGI) {

     

    execute...
    }



     

     

    To run such a thing to such skill have to be active and the same and the mob.

     

    I've tried several ways, mainly the skill that was up to "src_start"

     

    But it still fails.


  11. well you can do it by forcing to equip again when the player unequips the item, use the script command 'equip', example:

     

     

    (5347, 'Ph.D_Hat_', 'Ph.D Hat', 5, 20, 10, 200, 0, 3, 0, 1, 4294967294, 7, 2, 256, 0, 0, 1, 98, '', '', 'equip 5347'),

     

    in the example above when the player unequip Ph.D Hat it will equip this hat again, the last quotes are the unequip script, just do it for your item.

     

    thank you, really worked.
     
    Resolved.

  12. I know I walk in and determined to "browedit" when it will build the map or edit.
     
    But I wonder where is the "src" on the water or what makes the character walk ...
     
    Because I want to make the character can walk on water when activating a "certain" skill.

  13. How could I do to when a specific equip equipped when it can not be unequipped "manually".

    Ex: By equipping it would be "stuck" to the player, even running a "tool" that unequip.

    If someone could teach me at least where to start.

     

    Like I desativasse the "unequip" (following how it works Ex: can not trade the item or the item drop) of a specific equip, but I know how to get ...

    Someone would indicate the way?

     

     

     

     

    Em portugues:

     

     

     

    Como eu poderia fazer para quando um equip especifico quando for equipado ele não poder ser desequipado "manualmente".

    Ex: Ao equipar ele ficaria "preso" ao player, ate executar a "função" que o desequipa.

    Se alguem poder me ensinar pelo menos por onde começar.

    Great

     

     


  14. To support in English
     
    I created a custom skill based on skill "Bio Cannibalize ID: 232".
     
    The skill of the function itself went well, he invokes the mob, however it does not in the state of "slave" (that follow me, etc.).
     
    He still has the free will of it, walk wherever, just do not attack me.
     
     
    I looked for a way to let him "slave", but it still fails ....
     
    Someone would know me teach / guide to invoke it already in the slave state?
     
    NOTE: If you need to put the skill of code.
     
    Grateful.
     
    -----
     
    To support in Portuguese / Brazil:
     
    Criei uma skill custom baseado na skill "Bio Cannibalize  ID:232".
     
    A função da skill em si deu certo, ele invoca o mob, porem ele não no estado de "slave"(que me segue e etc). 
     
    Ele ainda tem a livre vontade dele, anda por onde quer, só não me ataca. 
     
    Procurei alguma forma de deixar ele "slave", mas não obtive sucesso....
     
    Alguem saberia me ensinar/orientar a invocar ele já no estado de slave ?
     
    OBS: Se for preciso coloco o codigo da skill.
     
    Grato.

  15.  

    hmm..just use the code 'if(sd){//all of it}' then fix missing directives just in case compiler start nagging...

     

    :meow:

     

    so can equip the item without creating it ...

    if(sd){									struct item_data *id;									id = itemdb->exists(ItemId);									sd->status.head_top = id->look;									clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);									} 

    now I need to cut it

    if succeeded, could teach me how to do this, use a skill and equip a team? would be grateful


  16.  

     

     

    Fiz tudo como o tópico disse, mas no final quando eu fazia @item no item dava falha. 

     

    vc usou um ID menor q 32k? apareceu algum erro no console?

     

    Usei 30000 e tambem tentei 40000 e outros que não tinham item o usando. Não apareceu erro. 

     

    Por favor amigo, dê uma olhada nesse tópico:

    http://herc.ws/board/topic/8163-item-custom-sprite-erro/

     

    Irei olhar

     

     

     

     

     

    Fiz tudo como o tópico disse, mas no final quando eu fazia @item no item dava falha. 

     

    vc usou um ID menor q 32k? apareceu algum erro no console?

     

    Consegui add o custom, mas quando eu vou equipar o custom da um erro, que não sei solucionar:

     

    uue4F63.png

     

     

    Resolvido.


  17. Eu tentei adicionar item novos ao meu servidor, por meio de tutoriais antigos, mas ouvi dizer que existe um novo meio de add que e pelo "Iteminfo.conf" e não pelos que no caso eu não tenho...

     

    id2num2itemdisplaynametable.txt
    idnum2itemdesctable.txt
    idnum2itemdisplaynametable.txt
    idnum2itemresnametable.txt
     

     

    Meu Hexed: 2014-03-05bRagexe_patched

     

     

    Se alguem poder me ensinar. 

     


  18. Eu quero saber como eu poderia editar em geral o sistema do "Grupo Do Eden"

     

    - Os equipamentos que posso receber

     

    - Npc's(mudar falas, nomes etc)

     

    - Quest's(Quais mobs e como alterar qual mob sera pedido, o que e para fazer e a premiação)

     

    - Etc

     

    Eu dei uma passada em  "npcremissoeseden" e fui olhando os script's, mas os meus estão em inglês e acredito que não seja somente la que precisa alterar. Eu tentei mudar o um mob, mas só alterou na placa aonde você escolhe as missões sendo que na hora de matar continua o antigo e não encontrei o outro lugar que altera isso.

     

     

    Se alguém poder me ensinar, obrigado


  19. Brother, you want to add a NPC_ skill in a job? I put the skill NPC_EarthQuake in a class, only thing I needed was to move:
     
    skill_tree.conf: To enter the line of skill in a class by adding the skill tree of a class.
     
    luafiles514 files moon skillinfo
    skilltreeview: To decide the position that it will stay.
     
    luafiles514 files moon skillinfoz
    skilltreeview: To re-decide where the skill will appear in the structure of skills (ALT + S)
     
    At least for work, I did not make the process of a custom skill.

  20. Sim, fora que, tenho quase certeza que tem alguma alteração no client.. pois ela já é oficial de um outro tipo.

    Então seria isso que a diferenciaria ela de uma skill NPC_

     

    Bom não tenho conhecimento para fazer isso como uma skill custom, vou botar minha ideia em pratica em cima da skill abracadabra mesmo... Podendo exercer a mesma função de executar certas skills aleatórias(da minha escolha).

     

    Mas obrigado mesmo assim pela ajuda, se caso alguem souber ainda e quiser postar aqui

     

    Great! . 


  21. Como essa; http://ratemyserver.net/index.php?sk_name=HVAN_CAPRICE&page=skill_db&sk_search=Search

     

    Sobre por a skill para jobs, claro que é possível.. seria igual por uma skill custom qualquer.. trabalheira danada, rs

     

    Pensei que o que eu fiz era suficiente, porque eu já coloquei skills(skill de NPC_) como terremoto em classe eu deu certo, ela executava e etc. 

     

    Como disse acima, aparecer ela aparece, mas não e executada nem colocada na hotkey. 

     

    Então eu teria que fazer todos passos de uma skill custom, mesmo ela já sendo existente como uma skill normal ? afinal ela ta na skill db e etc...


  22. Não me recordo desta skill, mas dependendo.. ainda faltará o client reconhecer ela.. tem alguma informação em DBs online sobre ela?

     

    ID:8013 HVAN_CAPRICE,Caprice ela e uma das skills disponíveis para homunculus da classe alquimista e suas graduações.

     

    Essa informação online que você fala e minha data base do meu servidor ?(Que fica no phpmyadmin) ou informação dela em alguma db daqui ?(como os githubs) no caso foi isso que eu entendi, se estiver errado me corrige. 

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