BOSS HP CAP HELP ! :3

01/10/2020 11:15 Blanche1#1
Hi everyone someone know how i can remove Boss hp cap ?
01/11/2020 10:36 ZeroTwo02#2
hp int - > int64
01/11/2020 14:01 Blanche1#3
Quote:
Originally Posted by ZeroTwo02 View Post
hp int - > int64
Where ?
01/13/2020 12:29 netHoxInc#4
CMover i guess
01/19/2020 22:47 Lumi#5
#moved
01/20/2020 19:06 Naltalah#6
Changing just variable won't do the trick, you literally have to change everything related to HP from int to int64
01/20/2020 19:23 .S0ulSeller#7
Or rather fix your balancing
01/21/2020 00:56 Мarvіn#8
Quote:
Originally Posted by .S0ulSeller View Post
Or rather fix your balancing
Even with nowadays official balancing (V19+) 2.1b HP cap may not be enough for invasion / worldboss monsters.

That said, you can simply increase the level of the monster to decrease the incoming damage from players.
01/21/2020 01:13 Blanche1#9
Quote:
Originally Posted by Мarvіn View Post
Even with nowadays official balancing (V19+) 2.1b HP cap may not be enough for invasion / worldboss monsters.

That said, you can simply increase the level of the monster to decrease the incoming damage from players.
Yea that's what we do but we realy want to remove it to be more precise in the different boss difficulties :/
01/22/2020 12:26 Naltalah#10
I guess the easier solution to this would be a forced damage multiplier, actually takes less code to implement and people just do - let's say - 50% of their usual damage to that mob.
01/26/2020 11:04 yazuka21#11
Quote:
Originally Posted by Naltalah View Post
I guess the easier solution to this would be a forced damage multiplier, actually takes less code to implement and people just do - let's say - 50% of their usual damage to that mob.
Code:
	nDamage	= (int)( ( nDamage * pAttacker->GetDamageMultiplier( pInfo ) ) - ( ( nDamage * pAttacker->GetDamageMultiplier( pInfo ) ) * 0.2f ) );
Maybe ?
01/26/2020 11:08 Naltalah#12
Quote:
Originally Posted by yazuka21 View Post
Code:
	nDamage	= (int)( ( nDamage * pAttacker->GetDamageMultiplier( pInfo ) ) - ( ( nDamage * pAttacker->GetDamageMultiplier( pInfo ) ) * 0.2f ) );
Maybe ?
No :confused:

I was talking about either a static map of monsters and their multipliers or a new MoverProp attribute that defines the multiplier and then applying it for those monsters only.
01/26/2020 11:55 yazuka21#13
Quote:
Originally Posted by Naltalah View Post
No :confused:

I was talking about either a static map of monsters and their multipliers or a new MoverProp attribute that defines the multiplier and then applying it for those monsters only.
Oh, I was wrong, sorry. :D