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Skill effect reduction


bimbi

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Hey does somebody know how to reduce the effectivness of the skill Zangetsu? The effect is to hight it increases the attack and matk by over 100% and i want to reduce it to 20% or something like this.

Code below:


case KO_IZAYOI:
case OB_ZANGETSU:
case KG_KYOMU:
case KG_KAGEMUSYA:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
break;

Edited by bimbi
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@status.c

case SC_ZANGETSU:
if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
    val2 = status_get_lv(bl) / 2 + 50;
else
    val2 -= 50;
break;

modify as you prefer..:)

:meow:

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ahh status.c i searched in so many files - but i didnt find it, thanks

I have now another problem, before i knew that i have to change it in the status.c i tested for myself and i added this:

clif_skill_damage(src,bl,tick, status_get_amotion(src)/2, 0, -30000, 1, skillid, skilllv, 6);

and now i have the problem the skill is /2 the at and matk, it doesnt matter what i modify in the status.c

its everytime the same

Does it save something in the database?

here 2 screenshots

before i use the skill:

screenepicron021.jpg

and here after i used the skill:

screenepicron035.jpg

its really curious, whatever i modify its still the same

Edited by bimbi
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just modify this one

val2 = status_get_lv(bl) / 2 + 50;

this means if you have base level of 150 you will have a bonus of 120%

and don't forget to recompile...

:meow:

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Yea i got it, i already noticed thats random - i didnt understood why the atk and matk are reducing sometimes but now i see:

else
val2 -= 50;

thanks

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because the bonus is dependent on the target's current HP+SP if its even then you receive an additive otherwise its negative..

:meow:

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you can close this topic

Thanks

you can close this topic

Thanks

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