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Decrease Firebolt Damage


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Posted

how will i edit this

??

case MG_FIREWALL:
skillratio -= 50;
if( sc && sc->data[sC_PYROTECHNIC_OPTION] )
skillratio += skillratio * sc->data[sC_PYROTECHNIC_OPTION]->val3 / 100;
break;
case MG_FIREBOLT:
if ( sc )
{
if ( sc->data[sC_SPELLFIST] && (!sd || !sd->state.autocast))
{
skillratio = sc->data[sC_SPELLFIST]->val2 * 50 + sc->data[sC_SPELLFIST]->val4 * 100;
ad.div_ = 1;
ad.flag = BF_WEAPON|BF_SHORT;
ad.type = 0;
}
if( sc->data[sC_PYROTECHNIC_OPTION] )
skillratio += skillratio * sc->data[sC_PYROTECHNIC_OPTION]->val3 / 100;
}
break;

Posted

how will i decrease firebolt damage?? is it in battle.c?

eathena svn

how will i edit this

??

but you said :

eathena svn

its not from eathena =\

in this just add:

...
case MG_FIREBOLT:
skillratio -= (how many decrease);
if ( sc )
{
...

What Lilith is trying to say is that there's no damage formula in battle.c in eAthena's SVN... in other words, you gotta add it yourself. So, please head to battle.c and find:

switch(skill_num){
 case MG_NAPALMBEAT:
 case MG_FIREBALL:
  skillratio += skill_lv*10-30;
  break;
 case MG_SOULSTRIKE:
  if (battle_check_undead(tstatus->race,tstatus->def_ele))
   skillratio += 5*skill_lv;
  break;
 case MG_FIREWALL:
  skillratio -= 50;
  break;

Under MG_FIREWALL, please add:

case MG_FIREBOLT:
  skillratio -= 50;
  break;

So that it'll look like so:

switch(skill_num){
 case MG_NAPALMBEAT:
 case MG_FIREBALL:
  skillratio += skill_lv*10-30;
  break;
 case MG_SOULSTRIKE:
  if (battle_check_undead(tstatus->race,tstatus->def_ele))
   skillratio += 5*skill_lv;
  break;
 case MG_FIREWALL:
  skillratio -= 50;
  break;
case MG_FIREBOLT:
  skillratio -= 50;
  break;

then change the 50 to whatever you want. Higher it is, more damage firebolt will do. The less it is, the less damage it would do.

Posted

how will i decrease firebolt damage?? is it in battle.c?

eathena svn

how will i edit this

??

but you said :

eathena svn

its not from eathena =\

in this just add:

...
case MG_FIREBOLT:
skillratio -= (how many decrease);
if ( sc )
{
...

What Lilith is trying to say is that there's no damage formula in battle.c in eAthena's SVN... in other words, you gotta add it yourself. So, please head to battle.c and find:

switch(skill_num){
 case MG_NAPALMBEAT:
 case MG_FIREBALL:
  skillratio += skill_lv*10-30;
  break;
 case MG_SOULSTRIKE:
  if (battle_check_undead(tstatus->race,tstatus->def_ele))
   skillratio += 5*skill_lv;
  break;
 case MG_FIREWALL:
  skillratio -= 50;
  break;

Under MG_FIREWALL, please add:

case MG_FIREBOLT:
  skillratio -= 50;
  break;

So that it'll look like so:

switch(skill_num){
 case MG_NAPALMBEAT:
 case MG_FIREBALL:
  skillratio += skill_lv*10-30;
  break;
 case MG_SOULSTRIKE:
  if (battle_check_undead(tstatus->race,tstatus->def_ele))
   skillratio += 5*skill_lv;
  break;
 case MG_FIREWALL:
  skillratio -= 50;
  break;
case MG_FIREBOLT:
  skillratio -= 50;
  break;

then change the 50 to whatever you want. Higher it is, more damage firebolt will do. The less it is, the less damage it would do.

this is what my mg_firebolt contains

where to edit this

 case MG_FIREBOLT:
  if ( sc )
  {
   if ( sc->data[sC_SPELLFIST] && (!sd || !sd->state.autocast))
   {
    skillratio = sc->data[sC_SPELLFIST]->val2 * 50 + sc->data[sC_SPELLFIST]->val4 * 100;
    ad.div_ = 1;
    ad.flag = BF_WEAPON|BF_SHORT;
    ad.type = 0;
   }
   if( sc->data[sC_PYROTECHNIC_OPTION] )
    skillratio += skillratio * sc->data[sC_PYROTECHNIC_OPTION]->val3 / 100;
  }
  break;

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