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Enchant Deadly Poison Skill


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rAthena/src/map/battle.c

 

find this

		if (sc->data[SC_EDP]) {
			switch(skill_id) {
				case AS_SPLASHER:
				case ASC_METEORASSAULT:
				// Pre-Renewal only: Soul Breaker ignores EDP
				// Renewal only: Grimtooth and Venom Knife ignore EDP
				// Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
#ifndef RENEWAL
				case ASC_BREAKER:
#else
				case AS_GRIMTOOTH:
				case AS_VENOMKNIFE:
#endif
					break; // skills above have no effect with EDP

#ifdef RENEWAL
				// renewal EDP mode requires renewal enabled as well
				// Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
				// * Sonic Blow
				// * Soul Breaker
				// * Counter Slash
				// * Cross Impact
				case AS_SONICBLOW:
				case ASC_BREAKER:
				case GC_COUNTERSLASH:
				case GC_CROSSIMPACT:
					ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
					ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
				default: // fall through to apply EDP bonuses
					// Renewal EDP formula [helvetica]
					// weapon atk * (1 + (edp level * .8))
					// equip atk * (1 + (edp level * .6))
					ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
					ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
					break;
#else
				default:
					ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);

and try this

 

		if (sc->data[SC_EDP]) {
			switch(skill_id) {
				case AS_SPLASHER:
				case ASC_METEORASSAULT:
				// Pre-Renewal only: Soul Breaker ignores EDP
				// Renewal only: Grimtooth and Venom Knife ignore EDP
				// Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
#ifndef RENEWAL
				case ASC_BREAKER:
#else
				case AS_GRIMTOOTH:
				case AS_VENOMKNIFE:
#endif
					break; // skills above have no effect with EDP

#ifdef RENEWAL
				// renewal EDP mode requires renewal enabled as well
				// Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
				// * Sonic Blow
				// * Soul Breaker
				// * Counter Slash
				// * Cross Impact
				case AS_SONICBLOW:
				case ASC_BREAKER:
				case GC_COUNTERSLASH:
				case GC_CROSSIMPACT:
					ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
					ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
				default: // fall through to apply EDP bonuses
					// Renewal EDP formula [helvetica]
					// weapon atk * (1 + (edp level * .8))
					// equip atk * (1 + (edp level * .6))
					ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
					ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
					break;
#else
				default:
					ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
					aspd_rate += 200;

 

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