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BOSS HP CAP HELP ! :3
Discussion on BOSS HP CAP HELP ! :3 within the Flyff Private Server forum part of the Flyff category.
01/10/2020, 11:15
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#1
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BOSS HP CAP HELP ! :3
Hi everyone someone know how i can remove Boss hp cap ?
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01/11/2020, 10:36
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#2
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hp int - > int64
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01/11/2020, 14:01
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#3
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Quote:
Originally Posted by ZeroTwo02
hp int - > int64
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Where ?
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01/13/2020, 12:29
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#4
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CMover i guess
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01/19/2020, 22:47
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#5
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ベトナム警察
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Flyff -> Flyff Private Ser…
#moved
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01/20/2020, 19:06
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#6
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Changing just variable won't do the trick, you literally have to change everything related to HP from int to int64
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01/20/2020, 19:23
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#7
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Or rather fix your balancing
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01/21/2020, 00:56
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#8
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Quote:
Originally Posted by .S0ulSeller
Or rather fix your balancing
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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.
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01/21/2020, 01:13
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#9
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Quote:
Originally Posted by Мarvіn
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.
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Yea that's what we do but we realy want to remove it to be more precise in the different boss difficulties :/
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01/22/2020, 12:26
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#10
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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.
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01/26/2020, 11:04
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#11
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Quote:
Originally Posted by Naltalah
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.
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Code:
nDamage = (int)( ( nDamage * pAttacker->GetDamageMultiplier( pInfo ) ) - ( ( nDamage * pAttacker->GetDamageMultiplier( pInfo ) ) * 0.2f ) );
Maybe ?
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01/26/2020, 11:08
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#12
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Quote:
Originally Posted by yazuka21
Code:
nDamage = (int)( ( nDamage * pAttacker->GetDamageMultiplier( pInfo ) ) - ( ( nDamage * pAttacker->GetDamageMultiplier( pInfo ) ) * 0.2f ) );
Maybe ?
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No
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.
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01/26/2020, 11:55
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#13
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Quote:
Originally Posted by Naltalah
No
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.
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Oh, I was wrong, sorry.
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