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Reducing MG_FIREBOLT, LIGHTNING BOLD, COLBOLT Damage


Hale

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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?

Edited by Hale
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1 hour ago, Hale said:

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?

Have you tried editing in db/skill_damage_db.txt first?

// Examples:
// MC_MAMMONITE,BL_PC,1,50 // In normal maps, players deal +50% damage to other players with Mammonite.
// MO_EXTREMITYFIST,BL_PC,6,-50 // In PVP and GVG, players deal -50% (half) damage to other players with Asura Strike.
// AB_ADORAMUS,BL_PC,6,50,0,10,15 // In PVP and GVG, players deal +50% damage to other players, +0% to mobs, +10% to bosses, and +15% to other with Adoramus.

 

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15 hours ago, Mabuhay said:

Have you tried editing in db/skill_damage_db.txt first?


// Examples:
// MC_MAMMONITE,BL_PC,1,50 // In normal maps, players deal +50% damage to other players with Mammonite.
// MO_EXTREMITYFIST,BL_PC,6,-50 // In PVP and GVG, players deal -50% (half) damage to other players with Asura Strike.
// AB_ADORAMUS,BL_PC,6,50,0,10,15 // In PVP and GVG, players deal +50% damage to other players, +0% to mobs, +10% to bosses, and +15% to other with Adoramus.

 

Haven't tried it yet. Let me do so then get back to you. Thanks ?

 

 

15 hours ago, Mabuhay said:

Have you tried editing in db/skill_damage_db.txt first?


// Examples:
// MC_MAMMONITE,BL_PC,1,50 // In normal maps, players deal +50% damage to other players with Mammonite.
// MO_EXTREMITYFIST,BL_PC,6,-50 // In PVP and GVG, players deal -50% (half) damage to other players with Asura Strike.
// AB_ADORAMUS,BL_PC,6,50,0,10,15 // In PVP and GVG, players deal +50% damage to other players, +0% to mobs, +10% to bosses, and +15% to other with Adoramus.

 

@Mabuhay It actually works on the first line, but the second line don't. Am I doing it right? I'm putting a comma every after skill. Please see, thank you.

// Skill Damage Adjustment Database
//
// Structure of Database:
// SkillName,Caster,Map,Damage against Players{,Damage against Mobs{,Damage against Bosses{,Damage against Other}}}
//
// Caster: The groups for which the adjustment takes effect. (bitmask)
//		BL_PC = Player
//		BL_MOB = Monster
//		BL_PET = Pet
//		BL_HOM = Homunculus
//		BL_MER = Mercenary
//		BL_ELEM = Elemental
//
// Map:
// 		1    - Normal (the maps that aren't classified as these maps below)
// 		2    - PVP
// 		4    - GVG
// 		8    - Battlegrounds
// 		16   - 'skill_damage' mapflag
// Restricted zones - they're configured by 'restricted <number>' mapflag
// 		32   - Zone 1
// 		64   - Zone 2
// 		128  - Zone 3
// 		256  - Zone 4
// 		512  - Zone 5
// 		1024 - Zone 6
// 		2048 - Zone 7
//
// Notes:
//  	Damage is a percentage between -100 and 100000.
//  	Negative values decrease damage and positive values increase it (0 = no change).
//
// Examples:
// MC_MAMMONITE,BL_PC,1,50 // In normal maps, players deal +50% damage to other players with Mammonite.
// MO_EXTREMITYFIST,BL_PC,7,-50 // In PVP and GVG, players deal -50% (half) damage to other players with Asura Strike.
// AB_ADORAMUS,BL_PC,6,50,0,10,15 // In PVP and GVG, players deal +50% damage to other players, +0% to mobs, +10% to bosses, and +15% to other with Adoramus.
WZ_EARTHSPIKE,BL_PC,7,-80,
MG_COLDBOLT,BL_PC,7,-80,
MG_FIREBOLT,BL_PC,7,-80,
MG_LIGHTNINGBOLT,BL_PC,7,-80,
MG_SOULSTRIKE,BL_PC,7,-80,
MG_FIREBALL,BL_PC,7,-80,
MG_FIREWALL,BL_PC,7,-80,
MG_FROSTDIVER,BL_PC,7,-80

 

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@Mabuhay bump po

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Follow the format properly. There should be no comma at the end.

 

PS: You need to wait for response. You dont need to bump this topic.

Edited by Mabuhay
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5 minutes ago, Mabuhay said:

Follow the format properly. There should be no comma at the end

Thank you!

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