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Flying Kick + sprint not working properly


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hello everyone, Flying Kick's damage after using the Sprint skill should increase and that's not what is happening. When I use Sprint the damage is being reduced and when I use Flying Kick alone the damage is higher. Was there a change in this combo or is it really wrong?

5 answers to this question

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Posted (edited)

Can't reproduce your issue in latest revision
 

Please go to the battle.c in your SCR and check your damage formula,  your line must be the same as below:

		case TK_JUMPKICK:
			//Different damage formulas depending on damage trigger
			if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
				skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
			else if (wd->miscflag) {
				skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
				if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
					skillratio *= 2;
			}
			else
				skillratio += -70 + 10 * skill_lv;
			break;

 

Edited by iraciz
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Posted
4 hours ago, iraciz said:

Can't reproduce your issue in latest revision
 

 

Please go to the battle.c in your SCR and check your damage formula,  your line must be the same as below:


		case TK_JUMPKICK:
			//Different damage formulas depending on damage trigger
			if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
				skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
			else if (wd->miscflag) {
				skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
				if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
					skillratio *= 2;
			}
			else
				skillratio += -70 + 10 * skill_lv;
			break;

 

 

 

exactly, yours is working as I always knew ... although I had edited the damage it wasn’t supposed to be reducing when using Sprint

        case TK_JUMPKICK:
            //Different damage formulas depending on damage trigger
            if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
                skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
            else if (wd->miscflag) {
                skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
                if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
                    skillratio *= 2;
            }
            else
                skillratio += 1800 + 50 * skill_lv;
            break;

  • 0
Posted
57 minutes ago, iraciz said:

Your lines are not the same as latest rathena, that's why your damage formula is messed up in game.

oh, I just check, this?

 

case TK_JUMPKICK:
  skillratio += -70 + 10*skill_lv;
  if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  if (wd.miscflag)
  {
  skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  skillratio *= 2;
  }
  break;
  • 0
Posted
9 minutes ago, IsabelaFernandez said:

oh, I just check, this?

 

case TK_JUMPKICK:
  skillratio += -70 + 10*skill_lv;
  if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  if (wd.miscflag)
  {
  skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  skillratio *= 2;
  }
  break;

You have to replace that, for the one I provided and compile your server.

		case TK_JUMPKICK:
			//Different damage formulas depending on damage trigger
			if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
				skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
			else if (wd->miscflag) {
				skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
				if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
					skillratio *= 2;
			}
			else
				skillratio += -70 + 10 * skill_lv;
			break;

 

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