Naruto 38 Posted July 8, 2019 (edited) so basically just went over every thing in chainlightning 1 day and i can modify it without screwing up the game So for the gif above you need to remove everything about NJ_SYURIKEN then lets continue back into the skill.c case WL_CHAINLIGHTNING: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); break; by repeating the addtimerskill line, we can multiply the amount of times we send off a chain reaction, so im throwing 6 sets of shurikens, originally it was this : case WL_CHAINLIGHTNING: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); break; I changed WL_CHAINLIGHTNING_ATK to NJ_SYURIKEN like we will for every entry for this source post also you should have removed any previous syurikens so it was empty except in skill.h and battle c ( might need to remove it from battle.c) case NJ_SYURIKEN: case WL_CHAINLIGHTNING_ATK: skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); skill->toggle_magicpower(src, skl->skill_id); struct map_session_data *sd = BL_UCAST(BL_PC, src); int cr = (pc->checkskill(sd, WL_CHAINLIGHTNING) / 2); //cr is amount of bounces if (skl->type < (cr + skl->skill_lv - skl->skill_lv) && skl->x < 3) { struct block_list *nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?3:4, //area BL_CHAR|BL_SKILL, target->id); if (nbl == NULL) skl->x++; else skl->x = 0; //tick is time just modify digit over 50 for visible results skill->addtimerskill(src, tick + 100, (nbl?nbl:target)->id, skl->x, 0, NJ_SYURIKEN, skl->skill_lv, skl->type + 1, skl->flag); } break; so i added a easy variable to change as you want if you wanna balance it, int cr = skill level * 25, if you can do this you can probably whip something else up ... i changed the formula so it negated itself because it was cause problems otherwise tick + time, i dont touch tick and keep the digit over 50 area is just modified to be bigger then the original... i just leave it as it is since it doesnt really bother me, but if you set it to 1:1 then it wont move so much but obviously shorter range you can keep playing with it but this is all you need switch(skl->skill_id){ case NJ_SYURIKEN: case WL_CHAINLIGHTNING_ATK: case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: // SR_FLASHCOMBO case SR_DRAGONCOMBO: case SR_FALLENEMPIRE: case SR_TIGERCANNON: case SR_SKYNETBLOW: copy everything editor note : the copy_skill thing is actually what a rogue with plagirize would copy, sooo if you get hit by the bolt of the skill where the damage i dealt, youll be copying the WL_CHAINLIGHTINING as an icon case NJ_SYURIKEN: case WL_CHAINLIGHTNING_ATK: copy_skill = WL_CHAINLIGHTNING; break; case NJ_SYURIKEN: case WL_CHAINLIGHTNING_ATK: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,NJ_SYURIKEN,-2,BDT_SKILL); break; you gonna need to change everything in the battle.c too but if you delete it it will just be 100% magic damage I added like 40 of those chains and this is what it looks like i just realized i was using chain lightning for the gifs, but the idea was to use it with the throw shuriken skill ... thats why we changed everything ... and we turned shuriken into the _ATK part of chain attack so we have the animation attached.... so you need to make a new skill and copy chainlightning completly.... so just make a new skill call it NJ_SHURIKENPRE and copy chain lightning then make NJ_SYURKEN copy CHAINLIGHTNING_ATK Edited August 8, 2019 by Naruto 1 SyncMaster reacted to this Quote Share this post Link to post Share on other sites
4144 364 Posted July 8, 2019 Server may crash with your changes if skill invoked not by player Quote Share this post Link to post Share on other sites
Naruto 38 Posted July 8, 2019 ahh didnt try that but everything should be clean when you use it yourself ! Quote Share this post Link to post Share on other sites
SyncMaster 23 Posted July 8, 2019 I once doubled the skill NJ_SYURIKEN by copying everything that was in the original skill to make a version that didn't consumption items, but the copy wasn't showing animation, have an idea why? Quote Share this post Link to post Share on other sites
Naruto 38 Posted July 8, 2019 (edited) 12 minutes ago, SyncMaster said: I once doubled the skill NJ_SYURIKEN by copying everything that was in the original skill to make a version that didn't consumption items, but the copy wasn't showing animation, have an idea why? probably cause you werent using it like WL_CHAINLIGHTNING_ATK since thats where its animation is but if your talking about a new skill using the throw shuriken animation just as its own you need to call BF_WEAPON and throw shuriken together in the skill.c ... that is, if you cant make it with skilleffectinfo in the data.grf something like this skill->attack(BF_WEAPON,src,src,bl,NJ_SYURIKEN,skill_lv,tick,flag); then just make a bunch of different options in syuriken and you could link them to other skills possibly easily.... id have to find the proper call or whatever though... but ill post about it if you dont figure it out because the animation itself is linked to the skill id Edited July 8, 2019 by Naruto 1 SyncMaster reacted to this Quote Share this post Link to post Share on other sites
SyncMaster 23 Posted July 9, 2019 14 hours ago, Naruto said: probably cause you werent using it like WL_CHAINLIGHTNING_ATK since thats where its animation is [...] Worked 👍 1 Naruto reacted to this Quote Share this post Link to post Share on other sites
Naruto 38 Posted September 26, 2019 I went over it again, trying to get it working on separate ids but had issues with it and just tossed it to the side but fixed it The issue was the re declaration of SD and my CR integer Basically just copy pasting the old chain lightning with my modifications the only difference is here case MR_AUTOAIM_ATK: skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); skill->toggle_magicpower(src, skl->skill_id); struct map_session_data *sd = BL_UCAST(BL_PC, src); int cr2 = 25; //cr is amount of bounces if (skl->type < (cr2 + skl->skill_lv - skl->skill_lv) && skl->x < 3) { struct block_list *nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?1:2, //area BL_CHAR|BL_SKILL, target->id); if (nbl == NULL) skl->x++; else skl->x = 0; //tick is time just modify digit over 50 for visible results skill->addtimerskill(src, tick + 100, (nbl?nbl:target)->id, skl->x, 0, MR_AUTOAIM_ATK, skl->skill_lv, skl->type + 1, skl->flag); } break; case WL_CHAINLIGHTNING_ATK: skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); skill->toggle_magicpower(src, skl->skill_id); int cr = 25; //cr is amount of bounces if (skl->type < (cr + skl->skill_lv - skl->skill_lv) && skl->x < 3) { struct block_list *nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?1:2, //area BL_CHAR|BL_SKILL, target->id); if (nbl == NULL) skl->x++; else skl->x = 0; //tick is time just modify digit over 50 for visible results skill->addtimerskill(src, tick + 100, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); } break; the top one is written as struct map_session_data *sd = BL_UCAST(BL_PC, src); int cr2 = 25; i changed the integer we use for bounces and i DONT declare the SD in the ACTUAL chain lightning ( doesnt matter, whichever is on top) Doubt theirs any issues with it, works fine in game One thing though using this YOU HAVE TO make changes to your skillinfolist.lub within your GRF It reads the range, just look it up with my stuff id 1626, 1627 MR_AUTOAIM A few things that it could use is effects... and actor animation change, easily done following other guides skillid.lub skillinfolist.lub skill.c skill.h Quote Share this post Link to post Share on other sites