[PAID] Enable a way to heal emperium (either skill, recovery hp, npc etc)

Random756

New member
Messages
50
Points
0
Hello,

I would like to enable the skill "Heal" and "Potion Pitcher" on emperium OR enable some kind of HP recovery rate if the emperium has been untouched for like 2 minutes. Is it possible ? I'd really like to setup this but I've searched and found nothing about it.

Or even create a NPC who would heal the emperium for X% HP but with a X sec cooldown ? A NPC that only the guild master could trigger every X sec in order to heal the emperium ? I don't really care how, I'd just like to enable a way to heal the emperium outside of sanctuary.

I am willing to pay a bit (like 5€ if you're okay with it) if you give me the solution as to prove my good faith...

BTW my server is PRE RENEWAL

Thanks for your help

 
Last edited by a moderator:
This is a paid job offer. Moved to correct forum. 

 
I can tell you one thing, Its not the heal calculation thats the problem

skill_calc_heal




Oh nevermind that worked for AL_HEAL too

        case HLIF_HEAL: // [orn]
        case AL_HEAL:
        /**
         * Arch Bishop
         **/
        case AB_HIGHNESSHEAL:
        /**
         * Summoner
         */
        case SU_TUNABELLY:
            {
                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;
                //Highness Heal: starts at 1.7 boost + 0.3 for each level
                if (skill_id == AB_HIGHNESSHEAL) {
                    heal = heal * (17 + 3 * skill_lv) / 10;
                }
                if (status->isimmune(bl) || (dstmd != NULL && (dstmd->class_ == MOBID_EMPELIUM || mob_is_battleground(dstmd))))
                    heal = 25000;


that very last line was orginally

heal = 0;


All youd have to do is this

remove mobid_empelium from forumla in last line

if (status->isimmune(bl) || (dstmd != NULL && (mob_is_battleground(dstmd))))
heal = 0;




then all healing spells can target it for normal calculation

anything specific would be just declaring it and adding a custom heal number or whatever you want 

ill send you my paypal

 
Last edited by a moderator:
My advice would be to not remove the line as Naruto is suggesting, but create a mapflag for it. That way you can toggle when you want to be able to heal an Emperium.

Also, another solution is to simply create a custom mob using Emperium sprite and exact same stats. The code is only checking for the Emperium mob id (1288), so simply using another id would make it possible to heal.

 
If I created another mob (which i'm already doing) it would also make it possible to use skill on it, right ? I'm already using a custom mob (since i'm using 2 kind of emperium) which has the same sprite as emperium. But the problem was that people could use skill on it just like any other monster, so I had to give him the same caracteristic as the emperium... So now it acts just like an emperium, but I also can't heal him. 

Why not creating a mapflag, but how ? 

Why not just d what Naruto suggested ?

Edit : I forgot to specify that my server is PRE RE

 
Last edited by a moderator:
If I created another mob (which i'm already doing) t would also make it possible to use skill on it, right ? I'm already using a custom mob (since i'm using 2 kind of emperium) which has the same sprite as emperium. But the problem was that people could use skill on it just like any other monster, so I had to give him the same caracteristic as the emperium... So know it acts just like an emperium, but I also can't heal him. 

Why not creating a mapflag, but how ? 

Why not just d what Naruto suggested ?

Edit : I forgot to specify that my server is PRE RE
Just do what I suggested hes never editted the src before thats why he says it 

All I did was removed MOBID_EMPELIUM from the heal check... the other things in that line dont need to be touched

You just wanna heal emperium ? thats all you need 

 
Last edited by a moderator:
Back
Top