I've been testing a lot, changing then compiling but it seems doesn't work. Any idea how?? This is from my src/map/battle.cpp
Default:
case MG_FIREBOLT:
case MG_COLDBOLT:
case MG_LIGHTNINGBOLT:
if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100; // val4 = used bolt level, val2 = used spellfist level. [Rytech]
ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
ad.flag = BF_WEAPON|BF_SHORT;
ad.type = DMG_NORMAL;
}
break;
1st Change:
case MG_FIREBOLT:
case MG_COLDBOLT:
case MG_LIGHTNINGBOLT:
if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 200; // val4 = used bolt level, val2 = used spellfist level. [Rytech]
ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
ad.flag = BF_WEAPON|BF_SHORT;
ad.type = DMG_NORMAL;
}
break;
2nd Change:
case MG_FIREBOLT:
case MG_COLDBOLT:
case MG_LIGHTNINGBOLT:
if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
skillratio += (sc->data[SC_SPELLFIST]->val4 * 50) + (sc->data[SC_SPELLFIST]->val1 * 25) - 100; // val4 = used bolt level, val2 = used spellfist level. [Rytech]
ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
ad.flag = BF_WEAPON|BF_SHORT;
ad.type = DMG_NORMAL;
}
break;
After doing this three modifications, the damage isn't reducing. Can someone help me with this?
Question
Hale
I've been testing a lot, changing then compiling but it seems doesn't work. Any idea how?? This is from my src/map/battle.cpp
Default:
case MG_FIREBOLT: case MG_COLDBOLT: case MG_LIGHTNINGBOLT: if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100; // val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break;
1st Change:
case MG_FIREBOLT: case MG_COLDBOLT: case MG_LIGHTNINGBOLT: if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 200; // val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break;
2nd Change:
case MG_FIREBOLT: case MG_COLDBOLT: case MG_LIGHTNINGBOLT: if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 50) + (sc->data[SC_SPELLFIST]->val1 * 25) - 100; // val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break;
After doing this three modifications, the damage isn't reducing. Can someone help me with this?
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