Notorius Posted April 22, 2023 Group: Members Topic Count: 28 Topics Per Day: 0.01 Content Count: 109 Reputation: 1 Joined: 09/24/19 Last Seen: March 11 Share Posted April 22, 2023 (edited) how to reduce flee rate in pre renewal based on AGI Edited April 22, 2023 by Notorius Quote Link to comment Share on other sites More sharing options...
0 Playtester Posted April 27, 2023 Group: Developer Topic Count: 37 Topics Per Day: 0.01 Content Count: 891 Reputation: 248 Joined: 01/30/13 Last Seen: 9 hours ago Share Posted April 27, 2023 I would assume in status.cpp: void status_calc_misc(struct block_list *bl, struct status_data *status, int level) // Flee stat = status->flee; stat += level + status->agi; status->flee = cap_value(stat, 1, SHRT_MAX); Change formula to whatever you want. 50% AGI would be: // Flee stat = status->flee; stat += level + status->agi/2; status->flee = cap_value(stat, 1, SHRT_MAX); Luk does not increase flee in pre-renewal anyway. Perfect flee you find as Flee2. Quote Link to comment Share on other sites More sharing options...
0 Notorius Posted April 22, 2023 Group: Members Topic Count: 28 Topics Per Day: 0.01 Content Count: 109 Reputation: 1 Joined: 09/24/19 Last Seen: March 11 Author Share Posted April 22, 2023 My intention is to lower the flee rate by 50% Quote Link to comment Share on other sites More sharing options...
0 Emistry Posted April 25, 2023 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10017 Reputation: 2368 Joined: 10/28/11 Last Seen: Tuesday at 02:49 PM Share Posted April 25, 2023 you meant these ? conf/battle/battle.conf#L64-L78 // Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player // 0 = no penalty is applied // 1 = agi_penalty_num is reduced from FLEE as a % // 2 = agi_penalty_num is reduced from FLEE as an exact amount agi_penalty_type: 1 // When agi penalty is enabled, to whom it should apply to? (Note 3) // By default, only players get the penalty. agi_penalty_target: 1 // Amount of enemies required to be targetting player before FLEE begins to be penalized agi_penalty_count: 3 // Amount of FLEE penalized per each attacking monster more than agi_penalty_count agi_penalty_num: 10 Quote Link to comment Share on other sites More sharing options...
0 Notorius Posted April 26, 2023 Group: Members Topic Count: 28 Topics Per Day: 0.01 Content Count: 109 Reputation: 1 Joined: 09/24/19 Last Seen: March 11 Author Share Posted April 26, 2023 16 hours ago, Emistry said: you meant these ? conf/battle/battle.conf#L64-L78 // Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player // 0 = no penalty is applied // 1 = agi_penalty_num is reduced from FLEE as a % // 2 = agi_penalty_num is reduced from FLEE as an exact amount agi_penalty_type: 1 // When agi penalty is enabled, to whom it should apply to? (Note 3) // By default, only players get the penalty. agi_penalty_target: 1 // Amount of enemies required to be targetting player before FLEE begins to be penalized agi_penalty_count: 3 // Amount of FLEE penalized per each attacking monster more than agi_penalty_count agi_penalty_num: 10 Hi, forgive me if I'm not precise when describing what I need. I'm using a translator.:( But yes, what I want is to reduce the users' flee rate, I don't know how to do it, I don't know how to do so that the agi and luk don't increase so much the flee rate in battleconf how can i reduce the rate that increases agi and luk by 30%? https://prnt.sc/9irm64dgDOC_ Quote Link to comment Share on other sites More sharing options...
0 Notorius Posted April 28, 2023 Group: Members Topic Count: 28 Topics Per Day: 0.01 Content Count: 109 Reputation: 1 Joined: 09/24/19 Last Seen: March 11 Author Share Posted April 28, 2023 13 hours ago, Playtester said: I would assume in status.cpp: void status_calc_misc(struct block_list *bl, struct status_data *status, int level) // Flee stat = status->flee; stat += level + status->agi; status->flee = cap_value(stat, 1, SHRT_MAX); Change formula to whatever you want. 50% AGI would be: // Flee stat = status->flee; stat += level + status->agi/2; status->flee = cap_value(stat, 1, SHRT_MAX); Luk does not increase flee in pre-renewal anyway. Perfect flee you find as Flee2. Hello, thank you very much, it worked perfectly. I have one more question, how do I reduce the bonus of the flee and the hit that is added from the base level? Let me explain my server is a max blvl 500 server and just for that reason it already gives me 500 hit and 500 flee how do I change this in half? https://prnt.sc/jNOo350bVXFD Quote Link to comment Share on other sites More sharing options...
0 Notorius Posted April 29, 2023 Group: Members Topic Count: 28 Topics Per Day: 0.01 Content Count: 109 Reputation: 1 Joined: 09/24/19 Last Seen: March 11 Author Share Posted April 29, 2023 21 hours ago, Notorius said: Hello, thank you very much, it worked perfectly. I have one more question, how do I reduce the bonus of the flee and the hit that is added from the base level? Let me explain my server is a max blvl 500 server and just for that reason it already gives me 500 hit and 500 flee how do I change this in half? https://prnt.sc/jNOo350bVXFD resolved as follows lower it by 50%. sorry I'm still learning // Flee stat = status->flee; stat += level/2 + status->agi/2; status->flee = cap_value(stat, 1, SHRT_MAX); Quote Link to comment Share on other sites More sharing options...
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how to reduce flee rate in pre renewal based on AGI
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