Ask yourself if you really need mob Hp beyond 2.14b. You've probably ****** up in your design somewhere in the process.
Second:
If you've bothered to search your sourcecode or even google you'd have found out that DWORD is defined as unsigned long so it's already 32 bits. Which means you have 4.28b as maximum value.
This may be limited by casts etc. in other functions and thus you have the same issue as mentionend in:
Third:
Changing it too even more would mean using a 64bit variable (for example DWORD64). But thats alot more work than just changing the type of 1 variable.
Ask yourself if you really need mob Hp beyond 2.14b. You've probably ****** up in your design somewhere in the process.
Second:
If you've bothered to search your sourcecode or even google you'd have found out that DWORD is defined as unsigned long so it's already 32 bits. Which means you have 4.28b as maximum value.
This may be limited by casts etc. in other functions and thus you have the same issue as mentionend in:
Third:
Changing it too even more would mean using a 64bit variable (for example DWORD64). But thats alot more work than just changing the type of 1 variable.
Thanks already searched it on google but the value given DWORD has a 2.1b max value. And unsigned int is 4.2b i just tried it making the hp of monster beyond 2.1b for some personal purposes
Dword is unsigned long which is 32bit unsigned integer on x86 compiles. Aka unsigned int size. To increase hp you'll need to check the casts and change instances of the variables used to _Int64. Casts and other things probably check to see if the monster or player actually dies and goes below that hp threshold
Also why not trying to balance your server without requiring a monster with that much hp. Lower hp fields and damage outputs. You don't really need to increase the storage type.
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Thank you sir i was just trying that i wonder what are the other functions on propmover.txt like purpose of abrasion, hardness and etc.
Thank you sir i was just trying that i wonder what are the other functions on propmover.txt like purpose of abrasion, hardness and etc.
Flyff is full of attributes that don't do anything.
Maybe the biggest example is items being skills and viceversa (they use the same struct to be stored).
IIRC skills use 1/3 or less of item attributes. And even though propSkill and prop/SpecItem are loaded via 2 different function, propSkill has 2/3 unused columns and 1/3 used ones.
P.S:
You can use those columns to implement lots of new features without adding new columns to your resource files.
Flyff is full of attributes that don't do anything.
Maybe the biggest example is items being skills and viceversa (they use the same struct to be stored).
IIRC skills use 1/3 or less of item attributes. And even though propSkill and prop/SpecItem are loaded via 2 different function, propSkill has 2/3 unused columns and 1/3 used ones.
P.S:
You can use those columns to implement lots of new features without adding new columns to your resource files.
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