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Code for bleed duration


Humble_Bee

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Does anyone know the specific code that controls poison, burn, and bleeds durations? I've changed their intervals (how often they tick) and the damage to make them equal in the end, but I can't figure out where the code is that is controlling their base duration. Thanks! (I assume it's somewhere in status.cpp that I'm just missing.)

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the duration is the respective skill that give effect those status, usually it was in Duration1 or Duration2 on skill_cast_db.txt

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21 hours ago, Litro Endemic said:

the duration is the respective skill that give effect those status, usually it was in Duration1 or Duration2 on skill_cast_db.txt

I'm talking about base duration of the bleed status effect, as a standalone status effect, meaning not attached to a skill. 

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bleed is because a reason (skill), bleed it self has no duration set, all status effect is based on skill data....

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Unfortunately, when you add a bleed or stun or freeze effect to an item, it does have a set base duration. And thankfully, I found the code. It looks something like this in status.cpp:

 

Spoiler

case SC_POISON:
case SC_BLEEDING:
case SC_BURNING:
case SC_TOXIN:
case SC_MAGICMUSHROOM:
case SC_LEECHESEND:
            t_tickime = status_get_sc_interval(type);
            val4 = tick-t_tickime; // Remaining time
            break;

When you change the val4 value (like if you replace "tick-t_tickime" with 10000), it changes the duration of the status effects. I've been able to balance out the damage from the status effects that I want by both balancing their damage values (in a separate location) and by changing the val4 values at this location (but I have to make a separate last section [starting with t_tickime and ending with break;] for each status effect, because the durations need to be different if my intervals are different, in order for the damage to be the same).

Edited by Humble_Bee
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