Jump to content

Search the Community

Showing results for tags 'edp'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Bulletin Centre
    • Community News
    • Repository News
    • Ragnarok News
  • Hercules Development Centre
    • Development Discussion
    • Suggestions
    • Development Centre Archives
  • Support & Releases
    • General Server Support
    • Database
    • Scripting
    • Source
    • Plugin
    • Client-Side
    • Graphic Enhancements
    • Other Support & Releases
  • Hercules Community
    • General Discussion
    • Projects
    • Employment
    • Server Advertisement
    • Arts & Writings
    • Off Topic
  • 3CeAM Centre
    • News and Development
    • Community
  • International Communities
    • Filipino Community
    • Portuguese Community
    • Spanish Community
    • Other Communities

Categories

  • Client Resources
  • Graphic Resources
    • Sprites & Palettes
    • Maps & Textures
    • Other Graphics
  • Server Resources
    • Server Managers / Editors Releases
    • Script Releases
    • Source Modifications
    • Plugins
    • Pre-Compiled Server
  • Web Resources

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Skype


IRC Nickname


Website URL


Location:


Interests


Github

Found 2 results

  1. Uhm, I guess i already asked alot of person regarding this one. Description: EDP was changed a bit as follows: if your Aspd is less than the max (197), then it will be just as normal. However, if it is 197, then Level 5 EDP will reduce the Aspd by 2 no matter what and Level 4 EDP by 1. Level 3 and below will not reduce the Aspd at all. What im trying is to add a code where to check if the "player has 197 ASPD", been trying some codes but it aint working. status.c code // Custom EDP ASPD Cap // If Level 1 - 3 = 197, Level 4 = 196, Level 5 = 195 if (sc->data[SC_EDP]) { if (sc->data[SC_EDP]->val1 == 5) bstatus->amotion = cap_value(i,2000-195*10,2000); else if (sc->data[SC_EDP]->val1 == 4) bstatus->amotion = cap_value(i,2000-196*10,2000); }
  2. My players have reported a strange thing to me today. I am running a 255/100 Renewal server which will open soon, and I have some beta players testing stuff on it. They're from our pre-renewal server, and they found a problem with Soul Breaker and EDP skill. They were damage testing Soul Breaker, and realized that, when they had EDP activated, Soul Breaker did always exactly 1/2 damage. Exemple: We were doing 5k damage normally, and 2.5k damage with EDP. That wasn't the only strange issue. Using EDP only increased the damage of Cross Impact by a little bit, like 20 or 30%. When I saw this, I thought of reverting all the damage nerfs I had in place and testing again. By having it do full damage, the increase of damage was more or less the same. My theory was that the EXP was increase the damage about 2.5x, but since it applies half damage to both SBK and CI, it was only helping with about 1.2x damage. Iam perfectly fine with this, but the way EDP halves my Soul Breaker damage needs to be fixed. Could it be a problem where SBK isn't being affected by EDP bonus? Additional information: My server uses pre-renewal cast time formulas, and this has caused me problems in the past(with things like reading skill_cast_db.txt inside the pre-re folder instead of a re folder, while using some other db files from the re folder).
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.