goddameit 52 Posted January 24, 2014 Request from x13th battle.c.patch 1 x13th reacted to this Quote Share this post Link to post Share on other sites
karazu 33 Posted January 25, 2014 Thank you for this Quote Share this post Link to post Share on other sites
WalkingBad 0 Posted April 19, 2014 I try to do this.. but my crit damage is still 1 ... where do I put that battle.c patch? am I just going to copy what's written inside that patch file and paste it to my battle.c? Quote Share this post Link to post Share on other sites
evilpuncker 503 Posted April 20, 2014 (edited) I try to do this.. but my crit damage is still 1 ... where do I put that battle.c patch? am I just going to copy what's written inside that patch file and paste it to my battle.c? read it Edited April 20, 2014 by evilpuncker Quote Share this post Link to post Share on other sites
WalkingBad 0 Posted April 20, 2014 Index: map/battle.c===================================================================--- map/battle.c (revision 13127)+++ map/battle.c (working copy)@@ -4898,6 +4898,11 @@ wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage if( flag.lh && (flag.hit || wd.damage2 > 0) ) wd.damage2 = wd.div_; if (flag.cri && class_ == MOBID_EMPERIUM) { wd.damage2 = 2; wd.damage2 = 2; return wd; } if( flag.hit && class_ == MOBID_EMPERIUM ) { if(wd.damage2 > 0) { wd.damage2 = battle->attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv); wd.damage2 = battle->calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag); } else if(wd.damage > 0) { wd.damage = battle->attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv); wd.damage = battle->calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); } return wd; } if( !(battle_config.skill_min_damage&1) ) //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex] return wd; } im done with the battle.c but the crit damage on emp is still the same.. I've been trying some of those source release but I keep on failing... :wacko: i don't know why i keep on failing.. im just following the instruction/guide .. <_< battle.c Quote Share this post Link to post Share on other sites
evilpuncker 503 Posted April 21, 2014 try this one: http://upaste.me/r/299d119035955a311 and don't forget to re-compile Quote Share this post Link to post Share on other sites
WalkingBad 0 Posted April 22, 2014 (edited) phew~! nothing change even if im using the latest hercules and clients... Edited April 22, 2014 by WalkingBad Quote Share this post Link to post Share on other sites
Hadeszeus 15 Posted November 10, 2014 Any one knows how to fix this? It's only working on summon EMPERIUM. But in actual emperium inside the castle it's not anymore. Quote Share this post Link to post Share on other sites
Playtester 18 Posted November 10, 2014 It's because it filters for MOBID_EMPERIUM. In map.h: https://raw.githubusercontent.com/HerculesWS/Hercules/b8abf962fd079bc3cad4498aa968f2318d1f5fde/src/map/map.h You can see that MOBID_EMPERIUM is defined as ID=1288, so it will only work on the monster with ID 1288. If you want a different Emperium to work like this instead, just check for its monster ID and put the number instead of MOBID_EMPERIUM. What Emperium ID is spawning in WoE anyway? Quote Share this post Link to post Share on other sites
Hadeszeus 15 Posted November 10, 2014 It's because it filters for MOBID_EMPERIUM. In map.h: https://raw.githubusercontent.com/HerculesWS/Hercules/b8abf962fd079bc3cad4498aa968f2318d1f5fde/src/map/map.h You can see that MOBID_EMPERIUM is defined as ID=1288, so it will only work on the monster with ID 1288. If you want a different Emperium to work like this instead, just check for its monster ID and put the number instead of MOBID_EMPERIUM. What Emperium ID is spawning in WoE anyway? Hmm I'ms ure it's 1288. Since the last time I check my emperium HP change to 100 HP after I update to latest one. When I change again the HP of 1288 mobid it applies to all castle emperium. Quote Share this post Link to post Share on other sites
Playtester 18 Posted November 10, 2014 What if you add some debug output before the "if" and test with that: ShowDebug("Attack against plant: critical=%d class_=%dn", flag.cri, class_);Whenever someone attacks a plant mode monster it will then print out if it's a critical and the ID of the target. Then you can check if it's correct against the castle emperium. Quote Share this post Link to post Share on other sites