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About prism

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  1. Thanks!
  2. I was wondering how I can have an item check the player's ASPD. I want to make it so that if the player's ASPD is less than 195 the item will apply a bonus.
  3. I'm using Happy's script here: The script is great but the only problem is that it doesn't record deaths. I'd like it to display Kills and deaths but I have no idea how to do it. Can someone help me please?
  4. I already know how to make skills ignore Reflect Shield. I should have been more specific. What I meant was ignoring ALL reflect, including reflect granted by items like Valkyrie Manteau not Reflect Shield only.
  5. I know that Cart Termination ignores Reflect Shield but I was wondering how to make some skills ignore reflect. I also wanted to make critical hits do the same or maybe ignore only Reflect Shild.
  6. I'll try digging around in mob.c and homunculus.c some more to see if I can find anything interesting related to what you said. Thanks!
  7. Does anyone know if this is possible? I want to make it so that FAW Silver Snipers and Magic Decoys will target the same thing as their master. Preferably in the form of the master using a skill say, Provoke or another skill, on the target and the summons will make that their new target. The closest things I can think of are Homuns and those elemental summons Sorcers get where the master can give them a target but that isn't done through a skill.
  8. Thanks a lot! It's working perfectly. Also thanks for the heads up. Good to keep in mind though I can't see myself giving out Kyrie/Assump through script.
  9. Level 11 Kyrie and higher is possible with a certain build on my server. However, I wait to make it so that if a player casts Assumptio on a player that has Kyrie that is less than level 11, it will dispel it. I have the opposite working where if Kyrie level is less than level 11 it will cancel Assumptio. Getting the status level and canceling it is is my problem however. I tried this in status.c case SC_ASSUMPTIO: if (sc->data[sC_KYRIE] && sc->data[sC_KYRIE]->val1 < 11) status_change_end(bl, SC_KYRIE, INVALID_TIMER); break; . Also tried this in skill.c: case HP_ASSUMPTIO: if( sd && dstmd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if( tsc && tsc->data[sC_KYRIE] && tsc->data[sC_KYRIE]->val1 < 11 ) { status_change_end(bl, SC_KYRIE, INVALID_TIMER); } break; I've tried changing the val1 from 1-4 and the 11 to various numbers as well as reversing the > and <. but no luck getting what I want. Code for canceling Assumptio for reference: case PR_KYRIE: //case SL_KAAHI: case MER_KYRIE: clif->skill_nodamage(bl, bl, skill_id, -1, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); if( skill_lv < 11 ) { status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); } break;
  10. Is it possible to reduce the power of Heal with map zone db? If so, how can I make it where players heal less when using AL_HEAL ?
  11. yes
  12. Hello. I am trying to modify Eske and Eska. Eske will increase atk/matk by 5% per skill level and Eska does the opposite. The problem I'm having though is that the changes don't take effect until the target is refreshed. What I mean by that is when I use Eska for example, nothing happens. However, If i unequip an item or use another status or do something that tells the server to update the target it will start working. I've even tried copying another similar status line for line but putting SC_SKA in it's place and it doesn't help. The statuses I'm trying to copy work just fine though. Is there any way to fix that? EDIT: NEVERMIND. I finally got it. I'm so happy. This has been stumping me for a long time. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_BATK|SCB_WATK|SCB_MATK ); This part in bold is what was getting me. I guess I had to tell the status what to look for or something. Now that I added those SCB flags it works fine!
  13. I made some progress. In status.c change: wa->atk2 = status->dbs->refine_info[wlv].bonus[r-1] / 100; to wa->atk = status->dbs->refine_info[wlv].bonus[r-1] / 100; Only problem now is I would want to keep it displaying the + ATK instead of just adding to normal ATK.
  14. Hello. I am currently running a high rate server and I'm wondering how I can change the weapon attack formula so that refine atk is counted as weapon atk. I'm wondering because refines are useless due to the way their damage addition is calculated. Even if I make the refiner give ridiculous amounts of refine bonuses (600 + 500 ATK in screen) the damage addition of refines is still rather negligible when using skills.
  15. How can I make it so that players cannot use Body Relocation while under the effects of skills like Ankle Snare, Body Relocate, Spider Web etc? I found this from the rathena website but I'm unsure how to make it work in Hercules.