[Help]How to change damage 5165

01/12/2010 08:16 necuja#1
Hey i was wondering how i can change the damage on normal hit's and on TwoFoldBlade's and fb/ss hurc ect....

I want to make it too where everyone will hit like 2-4k on each other so it will be based on skill's

I'm using source 5165


Thanks guy's
01/12/2010 12:02 intel_ro#2
is not so easy to change . but i laredy change the dmg .. almoust as real server i can explain u how to do'it
in characters.cs serach for
public void TakeAttack(Character Attacker, uint Damage, AttackType AT, bool IsSkill)

lines that contain "EqStats.TotalBless) / 100);" and modify to
EqStats.TotalBless) / 160); < this is for melee atack

modify only what is in public void TakeAttack(Character Attacker, uint Damage, AttackType AT, bool IsSkill)

then serach in skills.cs

EqStats.TotalBless) / 100); and modify to EqStats.TotalBless) / 160); << this is for skill attack

so take care there are more lines that u must modify they are some types of attak
01/12/2010 12:22 necuja#3
Why change 100 to 160 i dont get it does that make it less? and how do u know what u should change it too?


Thanks
01/12/2010 12:30 Korvacs#4
Your dividing by a larger number, which results therefore in a smaller one.

Although the damage calculation is wrong, this could provide you with a more reasonable damage range.
01/12/2010 13:55 necuja#5
Quote:
Originally Posted by Korvacs View Post
Your dividing by a larger number, which results therefore in a smaller one.

Although the damage calculation is wrong, this could provide you with a more reasonable damage range.
Hmm thanks but do i just pick a random higher number?Also which number am i dividing?100?

So i guess divide 16,000 by 100 to get 160?

Thanks again! :handsdown::handsdown::handsdown:
01/12/2010 14:05 Korvacs#6
Quote:
Originally Posted by necuja View Post
Hmm thanks but do i just pick a random higher number?Also which number am i dividing?100?

So i guess divide 16,000 by 100 to get 160?

Thanks again! :handsdown::handsdown::handsdown:
Your dividing the calculated damage (i beleive) by 100.

So 67000 / 100 = 670.

Dividing by a higher number results in:

67000 / 160 = 418.75
01/12/2010 15:00 ramix#7
Quote:
Originally Posted by intel_ro View Post
is not so easy to change . but i laredy change the dmg .. almoust as real server i can explain u how to do'it
in characters.cs serach for
public void TakeAttack(Character Attacker, uint Damage, AttackType AT, bool IsSkill)

lines that contain "EqStats.TotalBless) / 100);" and modify to
EqStats.TotalBless) / 160); < this is for melee atack

modify only what is in public void TakeAttack(Character Attacker, uint Damage, AttackType AT, bool IsSkill)

then serach in skills.cs

EqStats.TotalBless) / 100); and modify to EqStats.TotalBless) / 160); << this is for skill attack

so take care there are more lines that u must modify they are some types of attak
you have the damage fixed o.O
01/12/2010 15:31 Huseby#8
Just change the hole itemtype.dat so all the weapons got the same attack values 0.o
01/12/2010 16:38 intel_ro#9
Quote:
Originally Posted by ramix View Post
you have the damage fixed o.O
no is somtin like real co natural defence but is from begining .. i dind make the script to check if the caracter is rb or not rb

On real co server at each rb u get 30% reduction
so the calcultion is simple

if u look on source 5165 u will see that the calcultion is like
* ( 100 - bless.total / 100 ) that the pure dmg of skill or melle
so if u divide to 160 u will reduce like 60%
i use 170 and i still is much on lower ping because a ninja can TF 2 times in less than 1 sec
i need to work some delay betwen skils
if u look better in script .. the calculation is somting like this

Damage = (uint)((double)Damage * (100 - C.EqStats.TotalBless) / 160);
Damage = 2K
If full -7
and natural defence is 60% based on second rb

2000 * 49 / 160 = 612.5

if u ahave blade balde troj and attaka sis 36K - 43K

if dmg is 38000 * 49 / 160 = 11943
01/12/2010 16:43 ramix#10
that is rigth.... the fun and tower level 130 can bug damage in source???
01/12/2010 16:49 Sp!!ke#11
I have atack fixed 100% try my server and see that
01/12/2010 16:51 ramix#12
hummm hlp us :D
01/12/2010 19:10 xScott#13
Quote:
Originally Posted by Korvacs View Post
Your dividing the calculated damage (i beleive) by 100.

So 67000 / 100 = 670.

Dividing by a higher number results in:

67000 / 160 = 418.75
so you cant divide by 160 because it gives a decimal? what if you divided by 200?

but that can give a realy small number i guess iunno XD
01/12/2010 19:17 intel_ro#14
Quote:
Originally Posted by intel_ro View Post
no is somtin like real co natural defence but is from begining .. i dind make the script to check if the caracter is rb or not rb

On real co server at each rb u get 30% reduction
so the calcultion is simple

if u look on source 5165 u will see that the calcultion is like
* ( 100 - bless.total / 100 ) that the pure dmg of skill or melle
so if u divide to 160 u will reduce like 60%
i use 170 and i still is much on lower ping because a ninja can TF 2 times in less than 1 sec
i need to work some delay betwen skils
if u look better in script .. the calculation is somting like this

Damage = (uint)((double)Damage * (100 - C.EqStats.TotalBless) / 160);
Damage = 2K
If full -7
and natural defence is 60% based on second rb

2000 * 49 / 160 = 612.5

if u ahave blade balde troj and attaka sis 36K - 43K

if dmg is 38000 * 49 / 160 = 11943
Quote:
Originally Posted by xScott View Post
so you cant divide by 160 because it gives a decimal? what if you divided by 200?

but that can give a realy small number i guess iunno XD
so (100 - C.EqStats.TotalBless) << this part is the bless on items :D i think working with non negative numbers is better :D this is not real calculation
the real calculation is divided by 100 but ppl forget the way of this game the damage should be calculated based on reborns ..
2nd rb 30% more def than 1st RB and 1st RB 30% more defence than non rb
01/12/2010 19:34 xScott#15
Quote:
Originally Posted by intel_ro View Post
so (100 - C.EqStats.TotalBless) << this part is the bless on items :D i think working with non negative numbers is better :D this is not real calculation
the real calculation is divided by 100 but ppl forget the way of this game the damage should be calculated based on reborns ..
2nd rb 30% more def than 1st RB and 1st RB 30% more defence than non rb
but he wanted it so people hit less so its based on skill? wouldn't dividing it by 200 do that?