substep Posted March 26, 2015 Group: Members Topic Count: 4 Topics Per Day: 0.00 Content Count: 11 Reputation: 1 Joined: 03/22/15 Last Seen: April 7, 2015 Share Posted March 26, 2015 Are mob stats affected by this stuff in status.c? #ifdef RENEWAL // Renewal formulas if (bl->type == BL_HOM) { // Def2 stat = status_get_homvit(bl) + status_get_homagi(bl) / 2; status->def2 = cap_value(stat, 0, SHRT_MAX); // Mdef2 stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2; status->mdef2 = cap_value(stat, 0, SHRT_MAX); // Def stat = status->def; stat += status_get_homvit(bl) + level / 2; status->def = cap_value(stat, 0, SHRT_MAX); // Mdef stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2); status->mdef = cap_value(stat, 0, SHRT_MAX); // Hit stat = level + status->dex + 150; status->hit = cap_value(stat, 1, SHRT_MAX); // Flee stat = level + status_get_homagi(bl); status->flee = cap_value(stat, 1, SHRT_MAX); // Atk stat = (status_get_homstr(bl) + status_get_homdex(bl)) / 5; status->rhw.atk = cap_value(stat, 0, SHRT_MAX); // Atk2 stat = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3; status->rhw.atk2 = cap_value(stat, 0, SHRT_MAX); } else { // Hit stat = status->hit; stat += level + status->dex + (bl->type == BL_PC ? status->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 status->hit = cap_value(stat, 1, SHRT_MAX); // Flee stat = status->flee; stat += level + status->agi + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 status->flee = cap_value(stat, 1, SHRT_MAX); // Def2 if (bl->type == BL_MER) stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5)); else { stat = status->def2; stat += (int)(((float)level + status->vit) / 2 + (bl->type == BL_PC ? ((float)status->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) } status->def2 = cap_value(stat, 0, SHRT_MAX); // Mdef2 if (bl->type == BL_MER) stat = (int)(((float)level / 10) + ((float)status->int_ / 5)); else { stat = status->mdef2; stat += (int)(bl->type == BL_PC ? (status->int_ + ((float)level / 4) + ((float)(status->dex + status->vit) / 5)) : ((float)(status->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) } status->mdef2 = cap_value(stat, 0, SHRT_MAX); } status->matk_min = status->matk_max = status_base_matk(bl, status, level); #else // Matk status->matk_min = status_base_matk_min(status); status->matk_max = status_base_matk_max(status); // Hit stat = status->hit; stat += level + status->dex; status->hit = cap_value(stat, 1, SHRT_MAX); // Flee stat = status->flee; stat += level + status->agi; status->flee = cap_value(stat, 1, SHRT_MAX); // Def2 stat = status->def2; stat += status->vit; status->def2 = cap_value(stat, 0, SHRT_MAX); // Mdef2 stat = status->mdef2; stat += status->int_ + (status->vit>>1); status->mdef2 = cap_value(stat, 0, SHRT_MAX); #endif I mean i get that it checks for the bl type but i was just wondering if editing these fomulas affected mob stats as well Quote Link to comment Share on other sites More sharing options...
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substep
Are mob stats affected by this stuff in status.c?
I mean i get that it checks for the bl type but i was just wondering if editing these fomulas affected mob stats as well
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