ms123 0 Posted May 8, 2020 i need to increase all Hunter trap... i try this but not work. #ifdef RENEWAL case HT_LANDMINE: case MA_LANDMINE: case HT_BLASTMINE: case HT_CLAYMORETRAP: md.damage = skill_lv * sstatus->dex * (3+status->getlv(src)/10) * (1+sstatus->int/35); md.damage += md.damage * (rnd()%90-100) / 10; md.damage += 40 * (sd?pc->checkskill(sd,RA_RESEARCHTRAP):0); break; #else case HT_LANDMINE: case MA_LANDMINE: md.damage=skilllv(sstatus->dex+7500)(100+sstatus->int)/10; break; case HT_BLASTMINE: md.damage=skilllv(sstatus->dex/2+5000)(100+sstatus->int)/10; break; case HT_CLAYMORETRAP: md.damage=skilllv(sstatus->dex/2+7500)(100+sstatus->int)/10; break; #endif Quote Share this post Link to post Share on other sites
i need to increase all Hunter trap...
i try this but not work.
#ifdef RENEWAL case HT_LANDMINE: case MA_LANDMINE: case HT_BLASTMINE: case HT_CLAYMORETRAP: md.damage = skill_lv * sstatus->dex * (3+status->getlv(src)/10) * (1+sstatus->int/35); md.damage += md.damage * (rnd()%90-100) / 10; md.damage += 40 * (sd?pc->checkskill(sd,RA_RESEARCHTRAP):0); break; #else case HT_LANDMINE: case MA_LANDMINE: md.damage=skilllv(sstatus->dex+7500)(100+sstatus->int)/10; break; case HT_BLASTMINE: md.damage=skilllv(sstatus->dex/2+5000)(100+sstatus->int)/10; break; case HT_CLAYMORETRAP: md.damage=skilllv(sstatus->dex/2+7500)(100+sstatus->int)/10; break; #endif
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