Subzero Posted August 26, 2016 Posted August 26, 2016 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; Base on this script, i need better details regarding it. Lets say as written above, mdef*100, does this mean a player's mdef x 100? mdef x 100%? as for sc_def2, luk*10? baseluk x 10? tick_def = luk x -10?? <<< is this the duration for frost? Sorry i'm quite new with editing src, so help me pls. where i can make more high Luk easy broke from freeze Quote
0 Playtester Posted August 30, 2016 Posted August 30, 2016 Read the comment above what the variables mean: /// 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; So for freeze sc_def is 100*mdef which equal 1% per MDEF. As tick_def is -1, it's the same as sc_def so 1% per MDEF. sc_def2 is absolute resistance which is "Each LUK -0.1% chance, each base level of target -0.1% chance, each base level of source +0.1% chance". tick_def2 is absolute duration resistance, as it's negative it's "Each LUK of caster increases duration by 10ms". Quote
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