OmarAcero 15 Posted March 12, 2015 (edited) How I can change the skills of my custom homunculus, so they can use skills of players?? I try to edit the file but has failed me, continue with the same skill I placed the top. Help! homun_skill_tree.txt //-Pokemons-Omar-// //Pikachu //6061,8005,5,0,0,0,0,0,0,0,0,0,0,0 //HAMI_CASTLE //6061,8006,5,8005,5,0,0,0,0,0,0,0,0,0 //HAMI_DEFENCE //6061,8007,5,8006,3,0,0,0,0,0,0,0,0,0 //HAMI_SKIN 6061,20,5,0,0,0,0,0,0,0,0,0,0,0 //MG_LIGHTNINGBOLT#Lightning Bolt# 6061,21,5,20,5,0,0,0,0,0,0,0,0,0 //MG_THUNDERSTORM#Thunderstorm# //Raichu //6062,8031,5,0,0,0,0,0,0,0,0,0,0,0 //MH_STAHL_HORN //6062,8032,5,0,0,0,0,0,0,0,0,0,0,0 //MH_GOLDENE_FERSE //6062,8033,5,0,0,0,0,0,0,0,0,0,0,0 //MH_STEINWAND //6062,8034,5,0,0,0,0,0,0,0,0,0,0,0 //MH_HEILIGE_STANGE //6062,8035,5,0,0,0,0,0,0,0,0,0,0,0 //MH_ANGRIFFS_MODUS 6062,84,5,21,5,20,1,0,0,0,0,0,0 //WZ_JUPITEL#Jupiter Thunder# 6062,20,10,0,0,0,0,0,0,0,0,0,0,0 //MG_LIGHTNINGBOLT#Lightning Bolt# 6062,21,10,20,8,0,0,0,0,0,0,0,0,0 //MG_THUNDERSTORM#Thunderstorm# homunculus_db.txt 6061,6062,pikachu,537,60000,1,1,2,0,700,320,10,20,17,35,11,24,12,60,300,10,20,20,40,10,50,24,48,5,15,12,36,2,10,1000,2000,10,200,1,10,1,10,1,10,1,10,1,10,1,10 6062,6062,raichu,537,60000,1,1,2,0,700,320,10,20,17,35,11,24,12,60,300,10,20,20,40,10,50,24,48,5,15,12,36,2,10,1000,2000,10,200,1,10,1,10,1,10,1,10,1,10,1,10 Edited March 12, 2015 by OmarAcero Quote Share this post Link to post Share on other sites
0 malufett 247 Posted March 12, 2015 @mmo.h change this value #define HM_SKILLBASE 8001 Quote Share this post Link to post Share on other sites
0 OmarAcero 15 Posted March 13, 2015 (edited) My mmo.h //Base Homun skill. #define HM_SKILLBASE 8001 // <---- what number I owe put to this value ??? #define MAX_HOMUNSKILL 99 #define MAX_HOMUNCULUS_CLASS 1001 //[orn], Increased to 60 from 16 to allow new Homun-S. #define HM_CLASS_BASE 6001 #define HM_CLASS_MAX (HM_CLASS_BASE+MAX_HOMUNCULUS_CLASS-1) I try to edit the MAX_HOMUNSKILL 99 but not change the skill. Edited March 31, 2016 by OmarAcero Quote Share this post Link to post Share on other sites
0 Mhalicot 392 Posted March 13, 2015 Make sure for every change you made you re-compile your server or else changes will not work.. Quote Share this post Link to post Share on other sites
0 malufett 247 Posted March 13, 2015 #define HM_SKILLBASE 8001 // <---- what number I owe put to this value ??? it is a setting which define at what starting skill id should a hom accept to its skill tree but take note setting it to lower values it may affect skill tree of normal players..I suggest create duplicate skills having other ids if you properly do it you should have like this Quote Share this post Link to post Share on other sites
0 OmarAcero 15 Posted March 14, 2015 (edited) Friends, I was trying to add the skill, editing the src code and compiling without errors, i add the line in homunculus_db but not shown in the window of homunculus skill. help I want to duplicate the skill of the magician: " MG_LIGHTNINGBOLT" I using this guide = "https://rathena.org/wiki/Adding_new_skills" Homunculus Skills Slots available: 44 skills (mmo.h::MAX_HOMUNSKILL) From: 8001 (mmo.h::HM_SKILLBASE) To: 8044 (max. to 8200) //In the mmo.h//Base Homun skill.#define HM_SKILLBASE 8001--#define MAX_HOMUNSKILL 43++#define MAX_HOMUNSKILL 99--#define MAX_HOMUNCULUS_CLASS 52++#define MAX_HOMUNCULUS_CLASS 1001//In the skill.h MH_LAVA_SLIDE, MH_PYROCLASTIC, MH_VOLCANIC_ASH,++ MH_LIGHTNINGBOLT, //In the skill.c case MH_ERASER_CUTTER: case RL_B_TRAP:++ case MH_LIGHTNINGBOLT: skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break;//In the battle.c case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM:++ case MH_LIGHTNINGBOLT: if(sc->data[SC_GUST_OPTION]) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break;//and add: case MG_LIGHTNINGBOLT: ++ case MH_LIGHTNINGBOLT: if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break; skill_db.txt: 8044,9,8,1,4,0,0,10,1:2:3:4:5,yes,0,0,0,magic,0,0x0, MH_LIGHTNINGBOLT,Lightning homun_skill_tree.txt // add to homunculus pikachu id mob: 6061 6061,8044,5,0,0,0,0,0,0,0,0,0,0,0 //MH_LIGHTNINGBOLT#Lightning# skillid.lub: MH_LIGHTNINGBOLT = 8044, skilldescript.lub [sKID.MH_LIGHTNINGBOLT] = { "Lightning", "MAX Lv : 5", "Skill Form: ^777777Offensive^000000", "Property: ^bbbb00Lightning^000000", "Target: ^777777Enemy^000000", "Description: ^777777Summon bolts of lightning to", "strike at an enemy. Barring changes in damage", "due to elemental properties, each bolt inflicts", "an amount of damage equal to the caster's Matk.^000000", "[Lv 1]:^77777712sp, 0.7sec cast, 1 Bolt^000000", "[Lv 2]:^77777714sp, 1.4sec cast, 2 Bolts^000000", "[Lv 3]:^77777716sp, 2.1sec cast, 3 Bolts^000000", "[Lv 4]:^77777718sp, 2.8sec cast, 4 Bolts^000000", "[Lv 5]:^77777720sp, 3.5sec cast, 5 Bolts^000000", }, skillinfolist.lub [sKID.MH_LIGHTNINGBOLT] = { "MH_LIGHTNINGBOLT"; SkillName = "Lightning", MaxLv = 5, SpAmount = { 12, 14, 16, 18, 20 }, bSeperateLv = true, AttackRange = { 9, 9, 9, 9, 9} }, Edited March 31, 2016 by OmarAcero Quote Share this post Link to post Share on other sites
0 OmarAcero 15 Posted March 16, 2015 (edited) @mmo.h change this value#define HM_SKILLBASE 8001 Friends, I have managed to duplicate the skill without affecting the skill the normal players, but I have one final problem, when I wish the attack with the skill new, the homunculus the skill not activated ...and at the End I get this error (Note)... I need help please... Question? : Why he emulator only reads ID the skill less than 8044, for the case of homunculus? //In the mmo.h//Base Homun skill.--#define HM_SKILLBASE 8001++#define HM_SKILLBASE 3100--#define MAX_HOMUNSKILL 43++#define MAX_HOMUNSKILL 99--#define MAX_HOMUNCULUS_CLASS 52++#define MAX_HOMUNCULUS_CLASS 1001 homun_skill_tree.txt6061,3100,5,5,0,0,0,0,0,0,0,0,0,0,0 //MH_LIGHTNINGBOLT#Lightning#skill_db.txt:3100,9,8,1,4,0,0,10,1:2:3:4:5,yes,0,0,0,magic,0,0x0, MH_LIGHTNINGBOLT,LightningNote: I use the same edition of the code but I placed another ID ... ( 3100 ) Edited March 16, 2015 by OmarAcero Quote Share this post Link to post Share on other sites
0 Dastgir 1246 Posted March 16, 2015 @mmo.hchange this value#define HM_SKILLBASE 8001 Friends, I have managed to duplicate the skill without affecting the skill the normal players, but I have one final problem, when I wish the attack with the skill new, the homunculus the skill not activated ...and at the End I get this error (Note)... I need help please...Question? : Why he emulator only reads ID the skill less than 8044, for the case of homunculus? //In the mmo.h//Base Homun skill.--#define HM_SKILLBASE 8001++#define HM_SKILLBASE 3100--#define MAX_HOMUNSKILL 43++#define MAX_HOMUNSKILL 99--#define MAX_HOMUNCULUS_CLASS 52++#define MAX_HOMUNCULUS_CLASS 1001 homun_skill_tree.txt 6061,3100,5,5,0,0,0,0,0,0,0,0,0,0,0 //MH_LIGHTNINGBOLT#Lightning# skill_db.txt: 3100,9,8,1,4,0,0,10,1:2:3:4:5,yes,0,0,0,magic,0,0x0, MH_LIGHTNINGBOLT,Lightning Note: I use the same edition of the code but I placed another ID ... ( 3100 ) Because default skill starts from 8001 for official homun.And the skill range allocated server side is HM_SKILLBASE to (HM_SKILLBASE + MAX_HOMUNSKILL) since you lowered HM_SKILLBASE to 3100, and max_homunskill to 99, it no longer can detect skill ids > 3200 for homuns Quote Share this post Link to post Share on other sites
0 OmarAcero 15 Posted March 16, 2015 (edited) // In the mmo.h//Base Homun skill.#define HM_SKILLBASE 8000#define MAX_HOMUNSKILL 99 But still I can not get that my homunculus use the skill homun_skill_tree.txt6061,8000,5,5,0,0,0,0,0,0,0,0,0,0,0 //MH_LIGHTNINGBOLT#Lightning#skill_db.txt:8000,9,8,1,4,0,0,10,1:2:3:4:5,yes,0,0,0,magic,0,0x0, MH_LIGHTNINGBOLT,Lightning skill_require_db.txt 8000,0,22:24:26:28:30,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MH_LIGHTNINGBOLT skill_cast_db.txt //-- MH_LIGHTNINGBOLT 8000,5000:4500:4000:3500:3000,0,0,12000:14000:16000:18000:20000,0,0,1000 I use this setting to make duplicate of the skill, I did well? //In the skill.h ++ MH_LIGHTNINGBOLT = 8000, HLIF_HEAL = 8001, HLIF_AVOID, HLIF_BRAIN,//In the skill.c case MH_ERASER_CUTTER: case RL_B_TRAP:++ case MH_LIGHTNINGBOLT: skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break;//In the battle.c case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM:++ case MH_LIGHTNINGBOLT: if(sc->data[SC_GUST_OPTION]) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break;//and add: case MG_LIGHTNINGBOLT: ++ case MH_LIGHTNINGBOLT: if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break; Edited March 31, 2016 by OmarAcero Quote Share this post Link to post Share on other sites
How I can change the skills of my custom homunculus, so they can use skills of players??
homun_skill_tree.txt
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