Issue Information
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#008534
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New
Issue Confirmations
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Yes (1)No (0)
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Royal Guard Skill - King' Grace: No Cool Down, No Root Effect, No "no-skills" Effect
Posted by Zia on 15 February 2015 - 10:10 AM
As said on title, King's Grace has:
No cool down
LG_KINGS_GRACE 5013,1000,0,0,5000,0,0,-1
to
LG_KINGS_GRACE 5013,1000,0,0,5000,0,60000,-1
?
No root effect,
and let's the caster use skills when activated.
Cooldown should be at 1 minute at Level 5.
See video comments for further confirmation
No cool down
LG_KINGS_GRACE 5013,1000,0,0,5000,0,0,-1
to
LG_KINGS_GRACE 5013,1000,0,0,5000,0,60000,-1
?
No root effect,
and let's the caster use skills when activated.
Cooldown should be at 1 minute at Level 5.
See video comments for further confirmation
bump
There's no animation either or the disabling RG and allies in PvP settings.
Seems like rA has this implemented already as well, I played for a bit and was able to fix most of it, including adding the proper effect (1051), granting immunity to attacks and disabling skills plus movement on PvP/GvG maps but I can't make it block attacks with a clause.
I think we need to imitate rA's SCS_ system (SCS_NOCAST, SCS_NOMOVE, etc, adding SCS_NOATTACK too) to make handling such things easier.
Also, masquerades and bloodlust should be added to the list of statuses it removes and protects against as it works like that on kRO.
Edit:
Disabling of attack and movement can be done through unit.c an pc.c blocks that deal with similar skills (look at manhole for example), need to add conditions for flag and scr though like it works for disabling of skills from status.c.
unit->stop_attack(bl/src); pc_stop_attack(sd);Aren't working.
I think we need to imitate rA's SCS_ system (SCS_NOCAST, SCS_NOMOVE, etc, adding SCS_NOATTACK too) to make handling such things easier.
Also, masquerades and bloodlust should be added to the list of statuses it removes and protects against as it works like that on kRO.
Edit:
Disabling of attack and movement can be done through unit.c an pc.c blocks that deal with similar skills (look at manhole for example), need to add conditions for flag and scr though like it works for disabling of skills from status.c.
Edited by Anisotropic Defixation, 07 May 2015 - 12:31 PM.
Now, I think some more info is needed on what's exactly the difference between using it on PvP and normal maps.
Because if you apply the monsterignore clause but don't disable skills/attacks, it could be used to rudetele monsters. From what I saw on videos, it seems like the description is just misleading and it applies the same effects regardless of the map type, need to see how it interacts with party members though.
By the way, can you specify duration using clif->specialeffect somehow? Or is there some other function that lets you do that? Cause the animation lasts for like thrice the skill duration.
Because if you apply the monsterignore clause but don't disable skills/attacks, it could be used to rudetele monsters. From what I saw on videos, it seems like the description is just misleading and it applies the same effects regardless of the map type, need to see how it interacts with party members though.
By the way, can you specify duration using clif->specialeffect somehow? Or is there some other function that lets you do that? Cause the animation lasts for like thrice the skill duration.
Edited by Anisotropic Defixation, 07 May 2015 - 04:35 AM.
Bump?
Hi. It's been 2 months. Can someone please help out with this.