Bringer 0 Posted September 15, 2016 (edited) case AM_SPHEREMINE: case AM_CANNIBALIZE: { int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER }; int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1]; int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; struct mob_data *md; // Correct info, don't change any of this! [celest] md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai); if (md) { md->master_id = src->id; md->special_state.ai = (enum mob_ai)ai; if( md->deletetimer != INVALID_TIMER ) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0); mob_spawn (md); //Now it is ready for spawning. } } break; case AM_CANNIBALIZE: case AM_SPHEREMINE: { int c=0; int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA }; int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv); int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE; if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); if(c >= maxcount || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) { //Fails when: exceed max limit. There are other plant types already out. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } } break; } How i can make it Per Summon 2 Monster by Level ? Edited September 21, 2016 by Bringer Quote Share this post Link to post Share on other sites
0 Nardoth 4 Posted September 15, 2016 To set a new skill for any job you just have to navigate to your db/(pre-)re folder and edit skill_db.conf That file handles what skill is being used by whom. Study how the AM_CANNIBALIZE works in the source and use it as a base to start a new skill, or edit that one, but you will have to set conditions everywhere if the base class of an user is alchemist or priest, and as far as I know, you won't be able to edit the skill icon to show two different sprites. Quote Share this post Link to post Share on other sites
0 Bringer 0 Posted September 16, 2016 To set a new skill for any job you just have to navigate to your db/(pre-)re folder and edit skill_db.conf That file handles what skill is being used by whom. Study how the AM_CANNIBALIZE works in the source and use it as a base to start a new skill, or edit that one, but you will have to set conditions everywhere if the base class of an user is alchemist or priest, and as far as I know, you won't be able to edit the skill icon to show two different sprites. can you help me? Quote Share this post Link to post Share on other sites
0 Nardoth 4 Posted September 18, 2016 To set a new skill for any job you just have to navigate to your db/(pre-)re folder and edit skill_db.conf That file handles what skill is being used by whom. Study how the AM_CANNIBALIZE works in the source and use it as a base to start a new skill, or edit that one, but you will have to set conditions everywhere if the base class of an user is alchemist or priest, and as far as I know, you won't be able to edit the skill icon to show two different sprites. can you help me? I've never done a new custom skill, just edited existing ones so I don't know the preliminar steps. Also you need to be more specific. Check for a tutorial in how to add a new custom skill. Quote Share this post Link to post Share on other sites
0 Bringer 0 Posted September 21, 2016 To set a new skill for any job you just have to navigate to your db/(pre-)re folder and edit skill_db.conf That file handles what skill is being used by whom. Study how the AM_CANNIBALIZE works in the source and use it as a base to start a new skill, or edit that one, but you will have to set conditions everywhere if the base class of an user is alchemist or priest, and as far as I know, you won't be able to edit the skill icon to show two different sprites. can you help me? I've never done a new custom skill, just edited existing ones so I don't know the preliminar steps. Also you need to be more specific. Check for a tutorial in how to add a new custom skill. How i can make it Per Summon 2 Monster by Level ? Quote Share this post Link to post Share on other sites
0 Nardoth 4 Posted September 21, 2016 How i can make it Per Summon 2 Monster by Level ? Go to skill_check_condition_castend at skill.c and look for case AM_CANNIBALIZE:Below that you will see maxcount = 6-skill_lv; change it to maxcount = 2; save and recompile. Quote Share this post Link to post Share on other sites
0 Bringer 0 Posted September 21, 2016 How i can make it Per Summon 2 Monster by Level ? Go to skill_check_condition_castend at skill.c and look for case AM_CANNIBALIZE: Below that you will see maxcount = 6-skill_lv; change it to maxcount = 2; save and recompile. can you check my Private Msg to you sir? Quote Share this post Link to post Share on other sites
0 Goblin707 0 Posted August 30, 2022 But how to remove the limit on the number of recruiting plants? Or change to something else? like the Penomena. Tried to change but didn't work... Quote Share this post Link to post Share on other sites
How i can make it Per Summon 2 Monster by Level ?
Edited by BringerShare this post
Link to post
Share on other sites