fiction 14 Posted September 17, 2019 Hi, how can i convert Acid Demonstration based on the weapon element?. I tried changed in skill_db but has no effect. I'm using pre-renewal mode. Quote Share this post Link to post Share on other sites
0 bWolfie 139 Posted September 17, 2019 how are you changing it? Quote Share this post Link to post Share on other sites
0 fiction 14 Posted September 17, 2019 8 hours ago, bWolfie said: how are you changing it? Changing Element, to Ele_Weapon. Spoiler Id: 490 Name: "CR_ACIDDEMONSTRATION" Description: "Acid Demonstration" MaxLevel: 10 Range: 9 Hit: "BDT_MULTIHIT" SkillType: { Enemy: true } AttackType: "Misc" Element: "Ele_Weapon" DamageType: { IgnoreFlee: true } NumberOfHits: { Lv1: 1 Lv2: 2 Lv3: 3 Lv4: 4 Lv5: 5 Lv6: 6 Lv7: 7 Lv8: 8 Lv9: 9 Lv10: 10 } InterruptCast: true CastTime: 1000 AfterCastActDelay: 1000 CoolDown: 0 Requirements: { SPCost: 30 Items: { Fire_Bottle: 1 Acid_Bottle: 1 } } }, Quote Share this post Link to post Share on other sites
0 Naruto 38 Posted September 18, 2019 (edited) atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag); gonna say its this ELE_NEUTRAL but im not seeing a ELE_WEAPON enum elements { ELE_NEUTRAL=0, ELE_WATER, ELE_EARTH, ELE_FIRE, ELE_WIND, ELE_POISON, ELE_HOLY, ELE_DARK, ELE_GHOST, ELE_UNDEAD, ELE_MAX, ELE_ALL = 0xFF }; might have to re write it or monkey around until it works how you want it the magic damage might be affected ? Any change in damage at all when you swap elements Edited September 18, 2019 by Naruto Quote Share this post Link to post Share on other sites
Hi, how can i convert Acid Demonstration based on the weapon element?. I tried changed in skill_db but has no effect.
I'm using pre-renewal mode.
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