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dreinor

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Posts posted by dreinor


  1. anybody here knows how the attack index of taekwon works? if you look closely, the taekwon's attack switches from attackindex1 to attackindex2 in random.. anyone here where knows where can i find how to change or edit that? thanks..


  2. here is what it looks like..

    male super novice:
    front
    http://gifcreator.me/viewgif/20151127-20-6B46HfWwuWfjy6pS-VvQnJm
    back
    http://gifcreator.me/viewgif/20151127-20-CNKnkmhldDciwTZk-otnMXG

    female super novice:
    front

    http://gifcreator.me/viewgif/20151127-20-GH4sFlX86qKRtR3W-PQedZu
    back
    http://gifcreator.me/viewgif/20151127-20-OEhHWJfp4O4aowJH-QvOvtG

    :D the sprite is not yet finished, as i will still fix them so that the animation will be cleaner and smoother.. :D


  3.  

    	if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {		int sp = 0;		uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;		uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;		int i = rnd()%100;		if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_SAGE)			i = 0; //Max chance, no skill_lv reduction. [Skotlex]		if (i >= 50) skill_lv -= 2;		else if (i >= 15) skill_lv--;		if (skill_lv < 1) skill_lv = 1;		sp = skill->get_sp(skill_id,skill_lv) * 2 / 3;		if (status->charge(src, 0, sp)) {			switch (skill->get_casttype(skill_id)) {				case CAST_GROUND:					skill->castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);					break;				case CAST_NODAMAGE:					skill->castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);					break;				case CAST_DAMAGE:					skill->castend_damage_id(src, target, skill_id, skill_lv, tick, flag);					break;			}		}	}

    this is the code for the sage skill hindsight/autospell.. it is only triggered by melee auto attacks.. i want to customize the skill so that melee skills like bash, envenom & magnum break will also trigger the spell.. in short, i want skills to affect the activation of the spells.. can someone help me on this?

     

    ( wd.flag&BF_SKILLMASK && sc && sc->data[sC_AUTOSPELL] && rnd()%100 < sc->data[sC_AUTOSPELL]->val4)

     

    I tried adding the bold line to the code but it doesn't seem to work.. can someone help me? please? thanks...


  4. already found the code.. thanks to maluffet for the help.. :D


    @skill.c

    case RK_SONICWAVE:			{				int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true);				int heal_get_jobexp;           	                 heal_get_jobexp = status->heal(bl,heal,0,3);				if( status->isimmune(bl) ||						(dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )					heal=0;				if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )					heal = heal*2;				if( tsc && tsc->count )				{					if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )					{ //Bounce back heal						if (--tsc->data[SC_KAITE]->val2 <= 0)							status_change_end(bl, SC_KAITE, INVALID_TIMER);						if (src == bl)							heal=0; //When you try to heal yourself under Kaite, the heal is voided.						else {							bl = src;							dstsd = sd;						}					}					else if (tsc->data[SC_BERSERK])						heal = 0; //Needed so that it actually displays 0 when healing.				}				clif->skill_nodamage (src, bl, skill_id, heal, 1);				clif->specialeffect(bl, 172, AREA);					clif->specialeffect(bl, 7, AREA);				if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )					heal = ~heal + 1;				heal_get_jobexp = status->heal(bl,heal,0,0);				if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){					heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;					if (heal_get_jobexp <= 0)						heal_get_jobexp = 1;					pc->gainexp (sd, bl, 0, heal_get_jobexp, false);				}			}			break;			case RK_SONICWAVE:			//Apparently only player casted skills can be offensive like this.			if (sd && (tstatus->def_ele==ELE_GHOST || tstatus->def_ele==ELE_WATER || tstatus->def_ele==ELE_WIND ||tstatus->def_ele==ELE_EARTH || tstatus->def_ele==ELE_NEUTRAL || tstatus->def_ele==ELE_HOLY || tstatus->def_ele==ELE_POISON || tstatus->def_ele==ELE_FIRE)) {				if (battle->check_target(src, bl, BCT_ENEMY) < 1) {					//Offensive heal does not works on non-enemies. [Skotlex]					clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);					return 0;					}				return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag);			}			break;case RK_SONICWAVE:			hp = ( status->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == RK_SONICWAVE ? ( sd ? pc->checkskill(sd,RK_SONICWAVE) : 10 ) : skill_lv * 2 ) * 8);			case RK_SONICWAVE:				ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false);

    @battle.c

    			case RK_SONICWAVE:				ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false);

    @skill_db.txt

    2002,9,6,16,7,0x21,0,10,1,yes,0,0,0,magic,0, RK_SONICWAVE,Sonic Wave

  5. The part where the skill hits targets that are not dark element & undead is working.. The healing part is not working..:( i tried to create the code from the NPC skill evilland.. I don't know why the healing part is not working..:( anyone willing to help? Btw, thanks aznguy212 for the reply.. But i think the part where skillnodamage is correct because if the target is immune to magic, it will miss..


  6. hi... can someone help me? i'm trying to customize sonic wave skill.. i want it to heal undead & dark element monsters/players but damage monsters of every other element.. i tried using this code.. the skill hits every other element but when it is targeted on dark/undead element monsters & players, it doesn't heal the target.. it misses.. can someone help me? here is the code that i used..

     

     

     

    case RK_SONICWAVE:
         //Will heal dark and undead element monsters/players.
         if (tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) {
           int heal;
           heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
           status->heal(bl,heal,0,1);
             break;
           if (status->isimmune(bl))
             heal = 0;
           clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
           status->heal(bl, heal, 0, 0);      
         } else {

        //Damage enemies
           if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
           skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
         }
         break;


  7. i tried recreating Warg Bite Skill so that it will be seen on the 2nd job tab.. all is fine except that when i use the skill, the warg is not visually attacking the target.. the skill hits & and damages the target but there is no visual effect of the warg moving.. can anyone help me on this? thanks..


  8. already found the answer to this..:D here is the code..:D
     

    case PR_TURNUNDEAD:
    if ((tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL || tstatus->race == RC_BRUTE || tstatus->race == RC_PLANT || tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT || tstatus->race == RC_DRAGON || tstatus->race == RC_FISH) && (pc->search_inventory(sd, ITEMID_BLUE_GEMSTONE) == INDEX_NOT_FOUND || pc->delitem(sd,pc->search_inventory(sd,717),1,0,0,LOG_TYPE_CONSUME)))
    break;
    skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
    break;

  9. hi.. can someone help me, how do i fix this error after compiling? it says:
    warning C4700: uninitialized local variable 'tstatus' used
     

    struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
    struct skill_condition req;
    struct status_data *st;
    struct status_data *tstatus;
    struct status_change *sc;
    int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
    uint16 idx;

    i tried to add the red colored code in the block, how can i fix the error? anyone willing to help?:D thanks..

  10. hi.. can someone help me.. i want to make the skill of Rouge Backstab to be useable even if the target is facing the caster, but the damage will be reduced by 75% and is now affected by hit rate.. would this be possible? here is the code for backstab skill..
     

    case RG_BACKSTAP:
    {
    uint8 dir = map->calc_dir(src, bl->x, bl->y), t_dir = unit->getdir(bl);
    if ((!check_distance_bl(src, bl, 0) && !map->check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
    status_change_end(src, SC_HIDING, INVALID_TIMER);
    skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
    dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
    unit->setdir(bl,dir);
    }
    else if (sd)
    clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    }
    break;

    i tried replacing the code after else if with "skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv*.25, tick, flag);" but the skill is not working.. anyone willing to help me on this? thanks..
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