Anyone got this working for 64-bit yet? :/ have no idea how to convert it.
If anyone has can they send it to me?
Thanks
If anyone has can they send it to me?
Thanks
Please check this post :Quote:
I have a problem with NPCs.....my db-backup no have monsters or NPCs or map skill.....and on my SQL I no have any creature or NPCs or map skill....pls add my yahoo ID to talk pls......my ID is [Only registered and activated users can see links. Click Here To Register...]
Level 0 = 10% more damage than a melee hit. Level 1 = 15% more damage than a melee hit. Level 2 = 20% more damage than a melee hit. Level 3 = 25% more damage than a melee hit. Level 4 = 30% more damage than a melee hit.
case 6000: //TwoFoldBlades
{
Dictionary<int, int> Targets = new Dictionary<int, int>();
int RemainingHP = AttackedMob.CurrentHP;
int Level = AttackSkill.Level;
switch (Level)
{
case 0:
{
double pct = (double)(10 * Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) / 100;
int ExtraDamage = Convert.ToInt32(pct);
Damage = (int)Math.Floor(Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725 + ExtraDamage);
break;
}
case 1:
{
double pct = (double)(15 * Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) / 100;
int ExtraDamage = Convert.ToInt32(pct);
Damage = (int)Math.Floor(Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725 + ExtraDamage);
break;
}
case 2:
{
double pct = (double)(20 * Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) / 100;
int ExtraDamage = Convert.ToInt32(pct);
Damage = (int)Math.Floor(Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725 + ExtraDamage);
break;
}
case 3:
{
double pct = (double)(25 * Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) / 100;
int ExtraDamage = Convert.ToInt32(pct);
Damage = (int)Math.Floor(Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725 + ExtraDamage);
break;
}
case 4:
{
double pct = (double)(30 * Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) / 100;
int ExtraDamage = Convert.ToInt32(pct);
Damage = (int)Math.Floor(Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725 + ExtraDamage);
break;
}
}
bool killed = Calculation.doMonster(AttackedMob, Damage, AType, CSocket);
Targets.Add(AttackedMob.UID, Damage);
ConquerPacket.ToLocal(ConquerPacket.MagicAttack(CSocket.Client.ID, AttackSkill.ID, AttackSkill.Level, Targets, AttackedMob.X, AttackedMob.Y), CSocket.Client.X, CSocket.Client.Y, (int)CSocket.Client.Map, 0, 0);
Targets.Clear();
break;
}
Since I completely suck at coding this is the best I could do lolQuote:
Damage = (Damge Calc) * ExtraPct
Where extra pct is 1.1, 1.15, 1.2, 1.25, or 1.3 depending on the level of the skill.
So all the calculation is at the end.
case 6000: //TwoFoldBlades
{
Dictionary<int, int> Targets = new Dictionary<int, int>();
int RemainingHP = AttackedMob.CurrentHP;
int Level = AttackSkill.Level;
double ExtPCT = 0;
switch (Level)
{
case 0:
{
ExtPCT = 1.10;
break;
}
case 1:
{
ExtPCT = 1.15;
break;
}
case 2:
{
ExtPCT = 1.20;
break;
}
case 3:
{
ExtPCT = 1.25;
break;
}
case 4:
{
ExtPCT = 1.30;
break;
}
}
Damage = (int)Math.Floor((Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) * ExtPCT);
bool killed = Calculation.doMonster(AttackedMob, Damage, AType, CSocket);
Targets.Add(AttackedMob.UID, Damage);
ConquerPacket.ToLocal(ConquerPacket.MagicAttack(CSocket.Client.ID, AttackSkill.ID, AttackSkill.Level, Targets, AttackedMob.X, AttackedMob.Y), CSocket.Client.X, CSocket.Client.Y, (int)CSocket.Client.Map, 0, 0);
Targets.Clear();
break;
}