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Posted (edited)
1 hour ago, benching said:

You can start checking in the "status_calc_luk"(something like that) from file "status.c".

 

Thank you for that. I think I found it.

if (bl->type&battle_config.enable_perfect_flee) {
        stat = status->flee2;
        stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
        status->flee2 = cap_value(stat, 0, SHRT_MAX);
    } else
        status->flee2 = 0;

 

EDIT: Weird, setting the "10" value to any other value doesn't seem to change anything in terms of flee2's computation. Any ideas?

Edited by Nitrate
  • 0
Posted (edited)
On 6/4/2017 at 3:36 AM, Nitrate said:

Any other thoughts on how I can edit this?

The solution lies just above the code that you're trying to edit.

Capture2.PNG.11f1792b7a8c2c2ee1fdff66bbb568c4.PNG

Screenshots:

Capture.PNG.6cd47f73a8e1b89641e055e794fcab9f.PNGCapture1.PNG.549487a407915bd863e8222941920649.PNG

flee2_rate is calculated as

Capture.PNG.17891537f566199645938d5dde2e12f7.PNG

src code:

if (bl->type&battle_config.enable_perfect_flee) {
		stat = status->flee2;
		stat += (status->luk*10/3) + 10; // (every 3 luk = +1 perfect flee)
		status->flee2 = cap_value(stat, 0, SHRT_MAX);

 

Edited by Ninja
  • Upvote 1

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