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Posted

Find:

case AS_SONICBLOW:
	if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
		hitrate += hitrate * 50 / 100;
break;

Replace:

case AS_SONICBLOW:
	if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
		hitrate += hitrate * 40 / 80;
break;

Try this.

Posted

For double strafe:

case AC_DOUBLE:
case MA_DOUBLE:
	skillratio += 5*(skill_lv-1);

Sonic Blow:

case AS_SONICBLOW:
	if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
		hitrate += hitrate * 25 / 50;
break;
Posted (edited)
case AS_SONICBLOW:
	if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
		hitrate += hitrate * 50 / 100;
	break;

to

case AS_SONICBLOW:
    if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
        hitrate += hitrate * 50 / 100;

    hitrate = hitrate * 40 / 100
    break;

and

 

case MA_DOUBLE:
	skillratio += 10*(skill_lv-1);
	break;

to

case MA_DOUBLE:
	skillratio += 4*(skill_lv-1);
	break;

 

should do the trick.

 

By the way:

hitrate += hitrate * 25 / 50;

equals

hitrate += hitrate * 50 / 100;

so there was no difference at all.

Oh and it also only applied to the Sonic Acceleration bonus.

Edited by DeadlySilence
Posted

For double strafe:

 

case AC_DOUBLE:
case MA_DOUBLE:
    skillratio += 4*(skill_lv-1);

Sonic Blow:

 

case AS_SONICBLOW:
    if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
        hitrate += hitrate * 20 / 40;
break;
Posted

? LOL ? ITS WORKING WITH ME [ ALL OF IT ]



? LOL ? ITS WORKING WITH ME [ ALL OF IT ]



this one is not

 

case AS_SONICBLOW:
    if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
        hitrate += hitrate * 40 / 100;
break;

 

its more stronger than

 

te * 40 / 80;

Posted (edited)

That's not mine, I said;

case AS_SONICBLOW:
    if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
        hitrate += hitrate * 20 / 40;
break;

Which is totally wrong as I already said in my last post.

 

Here's an example:

Let hitrate be 100.

100 * 50 / 100 = 50 (original formula)

100 * 20 /40 = 50 (your formula)

 

It also only applies to the Sonic Acceleration bonus, not the actual damage.

 

// edit: Wait, isn't hitrate just the chance to hit and not the damage?

 

 

//edit2:

This should work now.

case AS_SONICBLOW:
	if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
		ATK_ADDRATE(10);
	break;

to

case AS_SONICBLOW:
	if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
		ATK_ADDRATE(10);
                
        ATK_RATE(40);
	break;

case AC_DOUBLE:
case MA_DOUBLE:
    ATK_RATE(40);
    break;

as Double Strafe doesn't seem to have any damage modification except the skill level based one.

Edited by DeadlySilence
Posted (edited)

From what I can read out of the source he must be mistaken ^^

Everything with "hitrate" should just modify the chance to hit, not the actual damage. I couldn't test it because I have no working client, though. But I am sure it should not affect the damage.

Edited by DeadlySilence

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