Nitrate Posted May 30, 2017 Posted May 30, 2017 Anyone knows how to edit all fo the characters' Perfect Dodge calc for LUK to only need 3 points instead of 10 for every 1 increment? Quote
0 benching Posted May 30, 2017 Posted May 30, 2017 You can start checking in the "status_calc_luk"(something like that) from file "status.c". Quote
0 Nitrate Posted May 31, 2017 Author Posted May 31, 2017 (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 May 31, 2017 by Nitrate Quote
0 benching Posted May 31, 2017 Posted May 31, 2017 Sorry, I dont know how the server compute for the flee2. Quote
0 Nitrate Posted June 3, 2017 Author Posted June 3, 2017 Any other thoughts on how I can edit this? Quote
0 Ninja Posted June 5, 2017 Posted June 5, 2017 (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. Screenshots: flee2_rate is calculated as 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 June 5, 2017 by Ninja 1 Quote
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Nitrate
Anyone knows how to edit all fo the characters' Perfect Dodge calc for LUK to only need 3 points instead of 10 for every 1 increment?
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