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Reduce Damage Flying Side Kick

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From Battle.c

 

				case TK_JUMPKICK:					skillratio += -70 + 10*skill_lv;					if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)						skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus					if (flag) {						skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)						if( sc && sc->data[SC_STRUP] )  // Spurt bonus							skillratio *= 2;					}

what part i need to edit to reduce the dmg?

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From Battle.c

 

				case TK_JUMPKICK:					skillratio += -70 + 10*skill_lv;					if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)						skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus					if (flag) {						skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)						if( sc && sc->data[SC_STRUP] )  // Spurt bonus							skillratio *= 2;					}

what part i need to edit to reduce the dmg?

 

              case TK_JUMPKICK:

skillratio += -70 + 10*skill_lv;

if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)

  skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus

if (flag) {

skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)

if( sc && sc->data[SC_STRUP] ) // Spurt bonus

  skillratio *= 2;

}

 

reduce all the skillratio and recompile

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From Battle.c

 

				case TK_JUMPKICK:					skillratio += -70 + 10*skill_lv;					if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)						skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus					if (flag) {						skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)						if( sc && sc->data[SC_STRUP] )  // Spurt bonus							skillratio *= 2;					}

what part i need to edit to reduce the dmg?

 

              case TK_JUMPKICK:

skillratio += -70 + 10*skill_lv;

if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)

  skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus

if (flag) {

skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)

if( sc && sc->data[SC_STRUP] ) // Spurt bonus

  skillratio *= 2;

}

 

reduce all the skillratio and recompile

case TK_JUMPKICK:

skillratio += -30 + 10*skill_lv;

if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)

  skillratio += 5 * status->get_lv(src) / 3; //Tumble bonus

if (flag) {

skillratio += 5 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)

if( sc && sc->data[SC_STRUP] ) // Spurt bonus

  skillratio *= 1;

 

like this?

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From Battle.c

 

				case TK_JUMPKICK:					skillratio += -70 + 10*skill_lv;					if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)						skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus					if (flag) {						skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)						if( sc && sc->data[SC_STRUP] )  // Spurt bonus							skillratio *= 2;					}

what part i need to edit to reduce the dmg?

 

              case TK_JUMPKICK:

skillratio += -70 + 10*skill_lv;

if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)

  skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus

if (flag) {

skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)

if( sc && sc->data[SC_STRUP] ) // Spurt bonus

  skillratio *= 2;

}

 

reduce all the skillratio and recompile

case TK_JUMPKICK:

skillratio += -30 + 10*skill_lv;

if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)

  skillratio += 5 * status->get_lv(src) / 3; //Tumble bonus

if (flag) {

skillratio += 5 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)

if( sc && sc->data[SC_STRUP] ) // Spurt bonus

  skillratio *= 1;

 

like this?

yeah, and recompile your server after editing the source

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