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i want change the frost resistance to 350 Luk = No frost

 

every 100 luk stats will be less -1 sec during Frost Status

 

where i can edit this 2? help me sorry for bad english

Edited by DrewxD
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trunk/conf/battle/status.con

// Adjustment for the natural rate of resistance from status changes.
// If 50, status defense is halved, and you need twice as much stats to block
// them (eg: 200 vit to completely block stun)
pc_status_def_rate: 100

I think try changing that into this

// Adjustment for the natural rate of resistance from status changes.
// If 50, status defense is halved, and you need twice as much stats to block
// them (eg: 200 vit to completely block stun)
pc_status_def_rate: 35

 

every 100 luk stats will be less -1 sec during Frost Status

 

where i can edit this 2? help me sorry for bad english

I don't have any idea about this..

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Edit it at src/map/status.c.

 

 

Start at Line 7190. I'm not sure about the exact values, but sc_def and sc_def2 deals with the resistance, while tick_def deals with the duration. I'm guessing that a 100 sc_def will result to 100% resistance a.k.a. immunity, but I'm not so sure. Go experiment.

And remember to compile after saving your changes, or it won't take effect.

Edited by Nerfwood
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trunk/conf/battle/status.con

// Adjustment for the natural rate of resistance from status changes.
// If 50, status defense is halved, and you need twice as much stats to block
// them (eg: 200 vit to completely block stun)
pc_status_def_rate: 100

I think try changing that into this

// Adjustment for the natural rate of resistance from status changes.
// If 50, status defense is halved, and you need twice as much stats to block
// them (eg: 200 vit to completely block stun)
pc_status_def_rate: 35

 

every 100 luk stats will be less -1 sec during Frost Status

 

where i can edit this 2? help me sorry for bad english

I don't have any idea about this..

pc_status_def_rate: 35 = 350?

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trunk/conf/battle/status.con

// Adjustment for the natural rate of resistance from status changes.
// If 50, status defense is halved, and you need twice as much stats to block
// them (eg: 200 vit to completely block stun)
pc_status_def_rate: 100

I think try changing that into this

// Adjustment for the natural rate of resistance from status changes.
// If 50, status defense is halved, and you need twice as much stats to block
// them (eg: 200 vit to completely block stun)
pc_status_def_rate: 35

 

every 100 luk stats will be less -1 sec during Frost Status

 

where i can edit this 2? help me sorry for bad english

I don't have any idea about this..

pc_status_def_rate: 35 = 350?

 

 

Well you can try it first.

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trunk/conf/battle/status.con

// Adjustment for the natural rate of resistance from status changes.
// If 50, status defense is halved, and you need twice as much stats to block
// them (eg: 200 vit to completely block stun)
pc_status_def_rate: 100

I think try changing that into this

// Adjustment for the natural rate of resistance from status changes.
// If 50, status defense is halved, and you need twice as much stats to block
// them (eg: 200 vit to completely block stun)
pc_status_def_rate: 35

 

every 100 luk stats will be less -1 sec during Frost Status

 

where i can edit this 2? help me sorry for bad english

I don't have any idea about this..

pc_status_def_rate: 35 = 350?

 

 

Well you can try it first.

 

what about this question when they reach 25mdef players cant frost how to fix this i want 90-99 mdef hard to frost player

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pc_status_def_rate: 35 = 350?

 

No, don't change that, unless you want all statuses to be about 3x harder to resist. It only changes the natural resistance of players comparative to those set in status.c. So let's say you set pc_status_def_rate to 200, which is twice as normal. It will make resisting all the statuses twice as easier, e.g., 50 vit instead of 100 for stun immunity.

 

Just change the following in status.c:

	case SC_FREEZE:
sc_def = status->mdef*100;
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
break;

to:

	case SC_FREEZE:
sc_def = status->mdef*100 + status->luk*100/35;
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk
break;

350 LUK should give a 100% immunity, but immunity can also be achieved with less LUK by having a high/decent MDEF. (1MDEF = 1% resistance.)

 

 

Target's LUK should also affect the duration now, but not sure if every 100 LUK can reduce 1 second.

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What sc_def, sc_def2, tick_def and tick_def2 mean is explained at the top of the function where the variables are declared, just read the description and set them accordingly in the SC_FREEZE case as displayed above.

 

tick_def2 of status->luk*10 certainly will make duration being reduced by 1 second for 100 luk as those values are in milliseconds 100*10 = 1000ms = 1 second.

 

Be careful that if you don't define tick_def it will automatically use sc_def, so any changes you do to sc_def, will also be done to tick_def.

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What sc_def, sc_def2, tick_def and tick_def2 mean is explained at the top of the function where the variables are declared, just read the description and set them accordingly in the SC_FREEZE case as displayed above.

tick_def2 of status->luk*10 certainly will make duration being reduced by 1 second for 100 luk as those values are in milliseconds 100*10 = 1000ms = 1 second.

Be careful that if you don't define tick_def it will automatically use sc_def, so any changes you do to sc_def, will also be done to tick_def.

can you help about my problem?
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I already said everything you need to know. ^^"

Just set up the resistances how you want them. Nerfwood gave you an example.

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pc_status_def_rate: 35 = 350?

No, don't change that, unless you want all statuses to be about 3x harder to resist. It only changes the natural resistance of players comparative to those set in status.c. So let's say you set pc_status_def_rate to 200, which is twice as normal. It will make resisting all the statuses twice as easier, e.g., 50 vit instead of 100 for stun immunity.

Just change the following in status.c:

case SC_FREEZE:sc_def = status->mdef*100;sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;tick_def2 = status_src->luk*-10; // Caster can increase final duration with lukbreak;
to:
case SC_FREEZE:sc_def = status->mdef*100 + status->luk*100/35;sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with lukbreak;
350 LUK should give a 100% immunity, but immunity can also be achieved with less LUK by having a high/decent MDEF. (1MDEF = 1% resistance.)

Target's LUK should also affect the duration now, but not sure if every 100 LUK can reduce 1 second.

Sir can u please make it this way for me... how about if a player reached 90mdef... they wont get frost easily... chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec....

if they combo mdef build + Luk the frost resistane will be reduced ... thanks

Edited by DrewxD
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bump anyone ?

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Have you already tried the example?

 

Anyway, try this one.

case SC_FREEZE:
sc_def = status->mdef*100;
sc_def2 = status->luk*100/35 + status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk
break;

Hard/equip mdef should already be decreasing the duration by 0.1 sec each. Or are you referring to soft/status mdef?

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Have you already tried the example?

 

Anyway, try this one.

case SC_FREEZE:
sc_def = status->mdef*100;
sc_def2 = status->luk*100/35 + status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk
break;

Hard/equip mdef should already be decreasing the duration by 0.1 sec each. Or are you referring to soft/status mdef?

yes i did the problem even i got 90 mdef frost status last 10 sec i think

can you change to 255 luk only?

Edited by DrewxD
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I have actually misunderstood/misread the code/explanation in the source code. Shame, shame... So sc/tick_def is %-based, while sc/tick_def2 is fixed.

 

 

    /// Resistance rate: 10000 = 100%
    /// Example:    50% (5000) -> sc_def = 5000 -> 25%;
    ///                5000ms -> tick_def = 5000 -> 2500ms
    int sc_def = 0, tick_def = -1; // -1 = use sc_def
    /// Fixed resistance value (after rate calculation)
    /// Example:    25% (2500) -> sc_def2 = 2000 -> 5%;
    ///                2500ms -> tick_def2=2000 -> 500ms
    int sc_def2 = 0, tick_def2 = 0;

 

 

 

yes i did the problem even i got 90 mdef frost status last 10 sec i think

can you change to 255 luk only?

 

255 luk = 100% immunity?

case SC_FREEZE:
sc_def = status->mdef*100 + status->luk*10000/255;
tick_def = status->mdef*100 + status->luk*2; 
sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk
break;

The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec.

 

Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal)

 

Edit:

If you want to edit the frozen status duration of each skill, check skill.c and look for:

sc_start(src,bl,SC_FREEZE,etc....

In the same line of code, you will notice something like this:

skill_get_time2(skill_id,skill_lv)

If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c.

Edited by Nerfwood
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I have actually misunderstood/misread the code/explanation in the source code. Shame, shame... So sc/tick_def is %-based, while sc/tick_def2 is fixed.

 

 

    /// Resistance rate: 10000 = 100%

    /// Example:    50% (5000) -> sc_def = 5000 -> 25%;

    ///                5000ms -> tick_def = 5000 -> 2500ms

    int sc_def = 0, tick_def = -1; // -1 = use sc_def

    /// Fixed resistance value (after rate calculation)

    /// Example:    25% (2500) -> sc_def2 = 2000 -> 5%;

    ///                2500ms -> tick_def2=2000 -> 500ms

    int sc_def2 = 0, tick_def2 = 0;

 

 

 

yes i did the problem even i got 90 mdef frost status last 10 sec i think

can you change to 255 luk only?

 

255 luk = 100% immunity?

case SC_FREEZE:
sc_def = status->mdef*100 + status->luk*10000/255;
tick_def = status->mdef*100 + status->luk*2; 
sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk
break;

The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec.

 

Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal)

 

Edit:

If you want to edit the frozen status duration of each skill, check skill.c and look for:

sc_start(src,bl,SC_FREEZE,etc....

In the same line of code, you will notice something like this:

skill_get_time2(skill_id,skill_lv)

If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c.

how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec.... 

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I have actually misunderstood/misread the code/explanation in the source code. Shame, shame... So sc/tick_def is %-based, while sc/tick_def2 is fixed.

 

 

    /// Resistance rate: 10000 = 100%

    /// Example:    50% (5000) -> sc_def = 5000 -> 25%;

    ///                5000ms -> tick_def = 5000 -> 2500ms

    int sc_def = 0, tick_def = -1; // -1 = use sc_def

    /// Fixed resistance value (after rate calculation)

    /// Example:    25% (2500) -> sc_def2 = 2000 -> 5%;

    ///                2500ms -> tick_def2=2000 -> 500ms

    int sc_def2 = 0, tick_def2 = 0;

 

 

 

yes i did the problem even i got 90 mdef frost status last 10 sec i think

can you change to 255 luk only?

 

255 luk = 100% immunity?

case SC_FREEZE:
sc_def = status->mdef*100 + status->luk*10000/255;
tick_def = status->mdef*100 + status->luk*2; 
sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk
break;

The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec.

 

Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal)

 

Edit:

If you want to edit the frozen status duration of each skill, check skill.c and look for:

sc_start(src,bl,SC_FREEZE,etc....

In the same line of code, you will notice something like this:

skill_get_time2(skill_id,skill_lv)

If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c.

how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec.... 

 

 

maybe u can change frozen timer status in db

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I have actually misunderstood/misread the code/explanation in the source code. Shame, shame... So sc/tick_def is %-based, while sc/tick_def2 is fixed.

 

 

    /// Resistance rate: 10000 = 100%

    /// Example:    50% (5000) -> sc_def = 5000 -> 25%;

    ///                5000ms -> tick_def = 5000 -> 2500ms

    int sc_def = 0, tick_def = -1; // -1 = use sc_def

    /// Fixed resistance value (after rate calculation)

    /// Example:    25% (2500) -> sc_def2 = 2000 -> 5%;

    ///                2500ms -> tick_def2=2000 -> 500ms

    int sc_def2 = 0, tick_def2 = 0;

 

 

 

yes i did the problem even i got 90 mdef frost status last 10 sec i think

can you change to 255 luk only?

 

255 luk = 100% immunity?

case SC_FREEZE:
sc_def = status->mdef*100 + status->luk*10000/255;
tick_def = status->mdef*100 + status->luk*2; 
sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk
break;

The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec.

 

Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal)

 

Edit:

If you want to edit the frozen status duration of each skill, check skill.c and look for:

sc_start(src,bl,SC_FREEZE,etc....

In the same line of code, you will notice something like this:

skill_get_time2(skill_id,skill_lv)

If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c.

how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec.... 

 

 

maybe u can change frozen timer status in db

 

where i can edit that sir?

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I have actually misunderstood/misread the code/explanation in the source code. Shame, shame... So sc/tick_def is %-based, while sc/tick_def2 is fixed.

 

 

    /// Resistance rate: 10000 = 100%

    /// Example:    50% (5000) -> sc_def = 5000 -> 25%;

    ///                5000ms -> tick_def = 5000 -> 2500ms

    int sc_def = 0, tick_def = -1; // -1 = use sc_def

    /// Fixed resistance value (after rate calculation)

    /// Example:    25% (2500) -> sc_def2 = 2000 -> 5%;

    ///                2500ms -> tick_def2=2000 -> 500ms

    int sc_def2 = 0, tick_def2 = 0;

 

 

 

yes i did the problem even i got 90 mdef frost status last 10 sec i think

can you change to 255 luk only?

 

255 luk = 100% immunity?

case SC_FREEZE:
sc_def = status->mdef*100 + status->luk*10000/255;
tick_def = status->mdef*100 + status->luk*2; 
sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk
break;

The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec.

 

Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal)

 

Edit:

If you want to edit the frozen status duration of each skill, check skill.c and look for:

sc_start(src,bl,SC_FREEZE,etc....

In the same line of code, you will notice something like this:

skill_get_time2(skill_id,skill_lv)

If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c.

how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec.... 

 

 

maybe u can change frozen timer status in db

 

where i can edit that sir?

 

 

db/.../skill_cast_db.txt

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I have actually misunderstood/misread the code/explanation in the source code. Shame, shame... So sc/tick_def is %-based, while sc/tick_def2 is fixed.

 

 

    /// Resistance rate: 10000 = 100%

    /// Example:    50% (5000) -> sc_def = 5000 -> 25%;

    ///                5000ms -> tick_def = 5000 -> 2500ms

    int sc_def = 0, tick_def = -1; // -1 = use sc_def

    /// Fixed resistance value (after rate calculation)

    /// Example:    25% (2500) -> sc_def2 = 2000 -> 5%;

    ///                2500ms -> tick_def2=2000 -> 500ms

    int sc_def2 = 0, tick_def2 = 0;

 

 

 

yes i did the problem even i got 90 mdef frost status last 10 sec i think

can you change to 255 luk only?

 

255 luk = 100% immunity?

case SC_FREEZE:
sc_def = status->mdef*100 + status->luk*10000/255;
tick_def = status->mdef*100 + status->luk*2; 
sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk
break;

The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec.

 

Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal)

 

Edit:

If you want to edit the frozen status duration of each skill, check skill.c and look for:

sc_start(src,bl,SC_FREEZE,etc....

In the same line of code, you will notice something like this:

skill_get_time2(skill_id,skill_lv)

If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c.

how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec.... 

 

 

maybe u can change frozen timer status in 

where i can edit that sir?

 

 

db/.../skill_cast_db.txt

 

sir how about this,,, players with high mdef will have lower time frozen status

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bump why even i got 90mdef still got frost then 10sec to break the frost status any one?

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