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Strengthened Mobs


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Posted

Hello, I would like to request a src/or anything (P.S. I do not really know if this is where I should really ask.) that will strengthen all mobs — especially, their Hit Rate.
The problem is that, once the (Assuming that the max base/job level is at 255/120 with all stat as 1.) player is at its max level, the tendency there is, is that most mobs and even the boss and MvP monsters itself misses due to the Flee Rate of these players.Imagine if their stat will be raised to 255 especially to their Agility and Luck.
I would like to request an src (or whatsoever that it fits) that will make the mobs be on par with these players.


Related Threads/Topic:

Thank you.

7 answers to this question

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Posted (edited)

C'mon it's a normal math formula you don't need me to write that down.

if(sd) //Player
    hitrate += sstatus->hit - flee;
else //Monster
    hitrate += sstatus->hit - flee/2;

 

Edited by Playtester
  • 1
Posted

Probably easiest to just change the hit calculation or just increase the dex of monsters.

In battle.c::is_attack_hitting you have this:

hitrate += sstatus->hit - flee;

You could change it into something like...

if(sd) //Player
    hitrate += sstatus->hit - flee;
else //Monster
    hitrate += sstatus->hit*2 - flee;

That would for example double their hit in the calculation.

Maybe a better idea would be to half the flee of the target instead, though.

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Posted

I did that before, however after updating my trunk it wasn't working as i've wanted. Maybe you could expand this if you have any knowledge about src.

 

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Posted (edited)
44 minutes ago, Technoken said:

I did that before, however after updating my trunk it wasn't working as i've wanted. Maybe you could expand this if you have any knowledge about src.

 

@Technoken, I'll try my best to this Technoken if there are no more ways. Thank you!

9 minutes ago, Playtester said:

Probably easiest to just change the hit calculation or just increase the dex of monsters.

In battle.c::is_attack_hitting you have this:


hitrate += sstatus->hit - flee;

You could change it into something like...


if(sd) //Player
    hitrate += sstatus->hit - flee;
else //Monster
    hitrate += sstatus->hit*2 - flee;

That would for example double their hit in the calculation.

Maybe a better idea would be to half the flee of the target instead, though.

@Playtester, was also one of my ideas as to lower the flee of the target instead than to increase the flee of the mob (will really alter some mobs I believe). Anyhow, if it's fine for you, do you have any code for this Playtester? I would gladly appreciate it if you have and would share it to us. Thank you!

Edited by Freya
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Posted
Just now, Technoken said:

@Freya I think that you could just apply the code that Playtester provided. Just find those lines in battle.c. I might also use that. lol

@Technoken I, too believe so, however, if there is a code that will reduce the flee rate of the player then I would use that code instead. Anyway, I would gladly look at your code you provided too. Would be also a great help. Thanks Technoken, t'was a great help!

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Posted
On 3/30/2017 at 8:26 PM, Playtester said:

Probably easiest to just change the hit calculation or just increase the dex of monsters.

In battle.c::is_attack_hitting you have this:


hitrate += sstatus->hit - flee;

You could change it into something like...


if(sd) //Player
    hitrate += sstatus->hit - flee;
else //Monster
    hitrate += sstatus->hit*2 - flee;

That would for example double their hit in the calculation.

Maybe a better idea would be to half the flee of the target instead, though.

Oh i see this would be a great +1

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