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How to make MVP hard to kill

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Hi rAthena,

 

I need help. How can i make mvp hard to kill because in 3rd job + custom item mvp like Naght Sieger and etc easy to die.

 

Thanks.

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thanks for reply. can u advise me what stat i should change because if more DEF player use thantos card. i think it so pain right.

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on conf/battle/monster.conf

 

you can also try this

// The HP rate of MVPs. (Note 2)
mvp_hp_rate: 100

 

and also try to increase this

conf\battle\skill.conf

 

// Level and Strength of "MVP heal". When someone casts a heal of this level or

// above, the heal formula is bypassed and this value is used instead.

max_heal: 9999

max_heal_lv: 11

 

// Max Possible Level of Monster skills

// Note: If your MVPs are too tough, reduce it to 10.

mob_max_skilllvl: 100

Edited by themon
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To expand on what others posted about mob skills - I don't know if you've noticed this feature in mob_skill_db:

// Note: if a negative MobID is provided, the skill will be treated as 'global':

// -1: added for all boss types.

// -2: added for all normal types.

// -4: added for all mobs.

That's an easy way to add skills to all your bosses at once.
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Euphy, on 25 Jul 2013 - 23:04, said:

To expand on what others posted about mob skills - I don't know if you've noticed this feature in mob_skill_db:

// Note: if a negative MobID is provided, the skill will be treated as 'global':
//	-1: added for all boss types.
//	-2: added for all normal types.
//	-4: added for all mobs.
That's an easy way to add skills to all your bosses at once.

sorry euphy

REPLACE INTO `mob_skill_db2` VALUES (-4,'[email protected]_POWERUP','attack',349,5,10000,0,10,'no','self','myhpltmaxrate','90',NULL,NULL,NULL,NULL,NULL,'6',NULL);

i just tried those code but the monsters don't cast powerup

---- EDIT ---

code WORK /heh

and the documentation should be

// Note: if a negative MobID is provided, the skill will be treated as 'global':
//	-1: added for all normal types.
//	-2: added for all boss types.

because

for (i = 1; i < MAX_MOB_DB; i++)
		{
			if (mob_db_data[i] == NULL)
				continue;
			if (mob_db_data[i]->status.mode&MD_BOSS)
			{
				if (!(mob_id&2))//Skill not for bosses
					continue;
			} else
				if (!(mob_id&1))//Skill not for normal enemies.
					continue;

			ARR_FIND( 0, MAX_MOBSKILL, j, mob_db_data[i]->skill[j].skill_id == 0 );
			if(j==MAX_MOBSKILL)
				continue;

			memcpy (&mob_db_data[i]->skill[j], ms, sizeof(struct mob_skill));
			mob_db_data[i]->maxskill=j+1;
		}

no argument support <; -2

CMIIW

Edited by Kichi
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