keoco Posted February 29, 2012 Posted February 29, 2012 The dmg on acid demonstration is too high, how do i make it lower? Quote
ngek202 Posted February 29, 2012 Posted February 29, 2012 I think here in battle.c } case AM_DEMONSTRATION: skillratio += 20*skill_lv; break; Quote
Emistry Posted February 29, 2012 Posted February 29, 2012 I think here in battle.c } case AM_DEMONSTRATION: skillratio += 20*skill_lv; break; sorry...but he is looking for adjustment on this case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen] if(tstatus->vit+sstatus->int_) //crash fix md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); else md.damage = 0; if (tsd) md.damage>>=1; if (md.damage < 0 || md.damage > INT_MAX>>1) //Overflow prevention, will anyone whine if I cap it to a few billion? //Not capped to INT_MAX to give some room for further damage increase. md.damage = INT_MAX>>1; break; Quote
keoco Posted February 29, 2012 Author Posted February 29, 2012 thanks, but which bit do i edit? Quote
Derceto Posted March 2, 2012 Posted March 2, 2012 md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); That's the formula you have. If you just want to nerf the damage, you can divide it by 2 whatnot. If you mean that damage gets too high and it goes into healing, then it's already fixed below: if (md.damage < 0 || md.damage > INT_MAX>>1) //Overflow prevention, will anyone whine if I cap it to a few billion? //Not capped to INT_MAX to give some room for further damage increase. md.damage = INT_MAX>>1; break; Instead of INT_MAX/2 you can limit the whole thing to a different cap, like 123456 damage: if (md.damage < 0 || md.damage > 123456) //Overflow prevention, will anyone whine if I cap it to a few billion? //Not capped to INT_MAX to give some room for further damage increase. md.damage = 123456; break; Quote
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keoco
The dmg on acid demonstration is too high, how do i make it lower?
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