I've made significant changes to skills in the game, but have not touched the traps in battle.c. DEX seems to be adding an absurd amount of damage to traps while INT adds the normal amount. Has anyone run into this problem before and can help me pinpoint something else that might be affecting them?
Here is my battle.c for traps:
case MA_LANDMINE:
md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_ / 100);
break;
case HT_BLASTMINE:
md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_ / 100);
break;
case HT_CLAYMORETRAP:
md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_ / 100);
break;
After some more testing, each point of DEX seems to add 500 damage to Land Mine while INT only adds damage in multiples of 100. A level 5 Land Mine with 66 DEX and 6 INT deals 70,500 damage to a Poring. Raising the INT to 100 added 700 damage to Land Mine, but only once INT was 100 and nothing in between.
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Blahguy
I've made significant changes to skills in the game, but have not touched the traps in battle.c. DEX seems to be adding an absurd amount of damage to traps while INT adds the normal amount. Has anyone run into this problem before and can help me pinpoint something else that might be affecting them?
Here is my battle.c for traps:
case MA_LANDMINE:
md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_ / 100);
break;
case HT_BLASTMINE:
md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_ / 100);
break;
case HT_CLAYMORETRAP:
md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_ / 100);
break;
After some more testing, each point of DEX seems to add 500 damage to Land Mine while INT only adds damage in multiples of 100. A level 5 Land Mine with 66 DEX and 6 INT deals 70,500 damage to a Poring. Raising the INT to 100 added 700 damage to Land Mine, but only once INT was 100 and nothing in between.
Edited by pikachueLink to comment
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