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darkwolf7786

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  1. // Homunculus setting (Note 3)// Activates various 'quirks' that makes them behave unlike normal characters.// 0x001: Can't be targetted by support skills (except for their master)// 0x004: Mobs will always go after them instead of players until attacked// 0x008: Copy their master's speed on spawn/map-change// 0x010: They display luk/3+1 instead of their actual critical in the// stat window (by default they don't crit)// 0x020: Their Min-Matk is always the same as their max// 0x040: Skill re-use delay is reset when they are vaporized.hom_setting: 0x1C Now, this setting was originally 1D, and I changed it to 1C. Now I have a few questions/issues. 1) Changing it to 1C should mean that 0x004, 0x008, and 0x010 should be enabled, and that 0x001 is disabled. Even with 0x001 disabled, Homunculus cannot be targeted by support skills from anyone. Is there any way to fix this? 2) 0x010 says it states that Homunculus will display a Critical value based on their Luk/3+1. In Parenthesis, it says "by default, they don't crit". Is setting this option supposed to let them crit? or does this only display the value and have no affect on actual gameplay? If it does not cause Homunculus to crit, is there any way to do so based on the calculated crit rate? I assume Homunculus are treated just like or similar to the way monsters are. To my understanding, monsters do not critically hit except when NPC_CRITICALSLASH is invoked. Is there any way to make it so that when a Homunculus attacks, it has a chance to perform (based on the Luk/3+1 crit rate) NPC_CRITICALSLASH as a monster would to perform a critical hit? battle.conf's "who can have criticals?" was set to 17 (Players and Mercenary). Changed to 25 to include Homunculus. Will test when I get the chance to. 3) A homunculus' DEF value goes up by 200+ at level ups, which are reverted when relogging to what I imagine is the correct value. 4) Homunculus S Eleanor is not gaining Spirit Spheres regardless of which Stance she seems to be in. Due to this, she cannot use any of her skills. 5) Although Eleanor should have enough Agility, she's unable to reach the ASPD cap currently set. Her aspd climbed fairly quickly to get to 195, but never quite got to 196, despite the extra 30 levels since getting 195..
  2. Yes, I was looking at this before, but I can only tell that it determines was the "ASPD" value is in game and not necessarily an "Attacks per Second" value. These seem to get the base ASPD, it makes sure ASPD never goes over cap, and applies modifiers to it to get your final ASPD value that's shown in game. This is not exactly what i'm looking for. For example, 150 ASPD = 1 attack per second. 190 ASPD = 5 attacks per second. 195 ASPD = 10 attacks per second. There is a big jump at higher levels of ASPD values. There is a function somewhere that uses "amotion" or ASPD to determine how many attacks per second at that value will cause. I want to balance the exponential nature of Attacks Per Second and balance it out better.
  3. Where is the Attacks Per Second calculation in the server files? I can find where ASPD is calculated, but displayed ASPD is not what determines how many attacks per second your character gets. In pre-renewal, it is a function similar to 50 / (200 - ASPD). For Example, at 190 ASPD, 50 / (200 - 190) = 50 / 10 = 5 attacks per second. The reason why I'd like the location of this is so I can try to balance the Attacks per Second growth so that as ASPD rises, attacks rise at a more even pace. As it is, the rate is exponential and decent attack speed doesn't start until 180+. I want to make it more balanced between ASPD values 150-195.
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