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Making mobs stronger at certain player level
Discussion on Making mobs stronger at certain player level within the Flyff Private Server forum part of the Flyff category.
09/07/2013, 10:16
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#1
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Making mobs stronger at certain player level
Hi elitepvpers,
I am working on something that makes the mobs with the rank RANK_BOSS and RANK_SUPER stronger if the player has reached certain level.
Now what i did first is alter ProjectCmn.cpp with these values
under pProperty->dwClass = scanner.GetNumber();
PHP Code:
pProperty->dwStr = pProperty->dwStr * BOSS_STR + 10;
pProperty->dwSta = pProperty->dwSta * BOSS_STA + 10;
pProperty->dwDex = pProperty->dwDex * BOSS_DEX + 10;
pProperty->dwInt = pProperty->dwInt * BOSS_INT + 10;
now what i did next was this
PHP Code:
if(g_pPlayer->m_nLevel >= 150)
{
pProperty->dwStr = pProperty->dwStr * BOSS_STR + 10;
pProperty->dwSta = pProperty->dwSta * BOSS_STA + 10;
pProperty->dwDex = pProperty->dwDex * BOSS_DEX + 10;
pProperty->dwInt = pProperty->dwInt * BOSS_INT + 10;
}
else
{
pProperty->dwStr = pProperty->dwStr * BOSS_STR;
pProperty->dwSta = pProperty->dwSta * BOSS_STA;
pProperty->dwDex = pProperty->dwDex * BOSS_DEX;
pProperty->dwInt = pProperty->dwInt * BOSS_INT;
}
Well i think most of you already see it that this doesnt work
Cause of the g_pPlayer undeclared identifier. Now my question is how can i solve this.
With kind regards.
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09/07/2013, 10:45
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#2
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That would be client side and not serverside. I think you should have a look into AttackArbiter and modify there some stats and not while scanning the resources.
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09/07/2013, 12:05
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#3
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So if i understand you correctly this is only client sided so it doesnt make the mobs stronger? Its only visual correct?
I will take an look into AttackArbiter
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09/07/2013, 17:17
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#4
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Exactly. The World is loading the file right after you start it. How do you want to ask the level of a user if no ones online ? The same problem client side.
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09/07/2013, 23:06
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#5
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Why not just do something in DamageMultiplyer in MoverParam? If it is possible. I haven't attempted it yet nor do I even have a source + computer to test.
Essentially, something like this?
if (g_pPlayer->m_nLevel >= 150 && WhateverBoss level is){
if (the rank is boss or super) { Damage Multiplyer cuts damage.}}
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09/08/2013, 05:18
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#6
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elite*gold: 18
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Quote:
Originally Posted by Avalion
Why not just do something in DamageMultiplyer in MoverParam? If it is possible. I haven't attempted it yet nor do I even have a source + computer to test.
Essentially, something like this?
if (g_pPlayer->m_nLevel >= 150 && WhateverBoss level is){
if (the rank is boss or super) { Damage Multiplyer cuts damage.}}
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Everything with attacking any Mover have to be done in attackarbiter
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09/09/2013, 13:38
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#7
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First you cannot increase damage depending on players level editting the file load function. Anything regarding monsters is located in _AIInterface folder.
@Sedrika
That file contains everything with attacking any mover as you said, but it contains player damage, not monster. All that functions are used for player.
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09/09/2013, 13:59
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#8
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Quote:
Originally Posted by alfredico
First you cannot increase damage depending on players level editting the file load function. Anything regarding monsters is located in _AIInterface folder.
@Sedrika
That file contains everything with attacking any mover as you said, but it contains player damage, not monster. All that functions are used for player.
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Not only players. You have to check if it's a user or not.
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09/10/2013, 08:35
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#9
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just have a look into propMover.txt. :-)
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09/10/2013, 09:20
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#10
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Quote:
Originally Posted by Tex0
just have a look into propMover.txt. :-)
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He want to change it from player to player.
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09/10/2013, 10:36
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#11
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The reason i want it to have it from player to player is as follow
Since i am running an high rate server. Players will get bored eventually.
So what i had in mind is When an player has reached top level then all the bosses will be increased in STATS. For example STR/STA/INT/DEX * 25 HP increase of 200%
Min/Max Attack increase by 150% Thus making it harder for those players so they have actually something to do.
Now before you all say then way not an low rate server. I agree it was better to make an low rate server. But since i already made it an high rate i wanted something to make it an bit difficult.
About the AttackArbitter i still didnt found an thing about that if an player is attacking an mob. I only see an lot of pAttacker vs pDefender.
So ill guess i need to make something like this
if(pDefender == RANK_BOSS) then increase HP or something like this. Correct?
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09/10/2013, 10:54
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#12
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elite*gold: 18
Join Date: Sep 2009
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Received Thanks: 14,475
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Quote:
Originally Posted by raventh1984
The reason i want it to have it from player to player is as follow
Since i am running an high rate server. Players will get bored eventually.
So what i had in mind is When an player has reached top level then all the bosses will be increased in STATS. For example STR/STA/INT/DEX * 25 HP increase of 200%
Min/Max Attack increase by 150% Thus making it harder for those players so they have actually something to do.
Now before you all say then way not an low rate server. I agree it was better to make an low rate server. But since i already made it an high rate i wanted something to make it an bit difficult.
About the AttackArbitter i still didnt found an thing about that if an player is attacking an mob. I only see an lot of pAttacker vs pDefender.
So ill guess i need to make something like this
if(pDefender == RANK_BOSS) then increase HP or something like this. Correct?
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I'll give you a snippet when I'm back home.
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09/10/2013, 12:28
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#13
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It should be something along the lines of this
Code:
if(pAttacker->IsMonster()&&pDefender->IsPlayer())
{
if(check for Rank of pAttacker and level of pDefender)
{
//Insert your edits here
}
}
You also can make it linear so the increased damage isn't applied too suddenly.
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09/10/2013, 13:00
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#14
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Hmm i have searched for these things
m_pDefender->IsNPC()
This will lead me to these snippets
#ifdef __EVENTLUA_SPAWN
if( m_pDefender->IsNPC() && prj.m_EventLua.IsEventSpawnMonster( m_pDefender->GetIndex() ) && !m_pAttacker->IsMode( ONEKILL_MODE ) )
{
nDamage = 1;
continue;
}
#endif // __EVENTLUA_SPAWN
if( m_pDefender->IsNPC() && m_pDefender->IsDie() )
{
m_pDefender->Delete(); // ÀÏ´Ü ¶«»§... ÀÌ·±°æ¿ì´Â °Á ¾ø¾ÖÀÚ.
return;
}
if( m_pDefender->IsNPC() && m_pDefender->IsDie() )
{
m_pDefender->Delete(); // ÀÏ´Ü ¶«»§... ÀÌ·±°æ¿ì´Â °Á ¾ø¾ÖÀÚ.
return;
}
Nothing that its calculating the dammage. towards NPC/MOB
I also searched for m_pAttacked->IsNPC()
This is only located in the snippet to calculate Asal.
#if __VER >= 12 // __MONSTER_SKILL
if( m_pAttacker->IsNPC() )
dwSkillLevel = CMonsterSkill::GetInstance()->GetMonsterSkillLevel( m_pAttacker, SI_BIL_PST_ASALRAALAIKUM );
#endif // __MONSTERSKILL
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09/10/2013, 15:58
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#15
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Join Date: Mar 2008
Posts: 598
Received Thanks: 465
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....
Just use the basic thing i posted and add it into the damage calculation.
It's all in the AttackArbiter.cpp you just gotta choose a function.
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