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Is your request related to a missing official feature?
Yes
Describe the solution you'd like
Secondary damage from Chain Reaction Shot does not work. In KRO, the number of ricochets increases depending on the number of monsters in the range. Here's a link that shows how it works
Is your request related to a missing official feature?
Yes
Describe the solution you'd like
Secondary damage from Chain Reaction Shot does not work. In KRO, the number of ricochets increases depending on the number of monsters in the range. Here's a link that shows how it works
https://www.youtube.com/watch?v=EFRuqPOmlFY
I don't know C language so I couldn't fix it.
Describe alternatives you've considered
skill.cpp
case ABC_CHAIN_REACTION_SHOT:
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
break;
I try map_foreachinrange -> map_foreachinallrange but fail.
skill.db
Name: ABC_CHAIN_REACTION_SHOT_ATK
Description: Chain Reaction Shot Attack
MaxLevel: 5
Type: Weapon
TargetType: Attack
DamageFlags:
IgnoreFlee: true
SplashSplit: true
Range: 9
Hit: Multi_Hit
HitCount: -2
Element: Weapon
SplashArea: 3
Requires:
SpCost: 1
DamageFlags: Splash -> SplashSplit but fail.
Additional context
No response
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