Volcano/Deluge/Whirlwind damage modifier

prism

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I want to modify the way the scaling works on these abilities. I plan to make an item that give the use extra levels of the skill. 

10% > 14% > 17% > 19% > 20% extra damage. It becomes 20% at the maximum level 5. The problem though is that past the level 5 point it starts decreasing and becomes a penalty to damage if the skill level is high enough. What I want it to do is stop at 20%.

From Battle.c :

if (sc && sc->count) {
if(sc->data[sC_VOLCANO] && atk_elem == ELE_FIRE)
ratio += skill->enchant_eff[sc->data[sC_VOLCANO]->val1-1];
if(sc->data[sC_VIOLENTGALE] && atk_elem == ELE_WIND)
ratio += skill->enchant_eff[sc->data[sC_VIOLENTGALE]->val1-1];
if(sc->data[sC_DELUGE] && atk_elem == ELE_WATER)
ratio += skill->enchant_eff[sc->data[sC_DELUGE]->val1-1];
 
 
 
I kind of got it to work.

I replaced:

if(sc->data[sC_VOLCANO] && atk_elem == ELE_FIRE)
ratio += skill->enchant_eff[sc->data[sC_VOLCANO]->val1-1];
if(sc->data[sC_VIOLENTGALE] && atk_elem == ELE_WIND)
ratio += skill->enchant_eff[sc->data[sC_VIOLENTGALE]->val1-1];
if(sc->data[sC_DELUGE] && atk_elem == ELE_WATER)
ratio += skill->enchant_eff[sc->data[sC_DELUGE]->val1-1];
 
With:
if(sc->data[sC_VOLCANO] && atk_elem == ELE_FIRE)
ratio += 20;
if(sc->data[sC_VIOLENTGALE] && atk_elem == ELE_WIND)
ratio += 20;
if(sc->data[sC_DELUGE] && atk_elem == ELE_WATER)
ratio += 20;
 
It's kind of ghetto since it just sets it to a flat 20% bonus. But that's a lot better than nothing.
 
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