hey,
S9E3 IGCN files
how can i increase the healing potions rate so that when you use 1 it'll heal more % of your hp
beacuse now when BladeMasters has 3.2 Milion HP the potions aren't healing the hp fast enough(Regardless the delay).
Thanks :)
hey,
S9E3 IGCN files
how can i increase the healing potions rate so that when you use 1 it'll heal more % of your hp
beacuse now when BladeMasters has 3.2 Milion HP the potions aren't healing the hp fast enough(Regardless the delay).
Thanks :)
thats abit complicated to do without doing it in the gameserver with sources on the configs, u have to figure out another waylike jukatoo said or make other players stronger
Go to Data-Scripts-Skills-RegularSkillCalc
and
Data-Scripts-Skills-MasterSkillCalc
Find Word :Swell
This will show:
-- SkillID: 48, Swell Life - (Dark Knight, Blade Knight, Blade Master)function KnightSkillAddLife(Vitality, Energy, PartyBonus) local SkillEffect = Vitality / 100 + 12 + Energy / 20 + PartyBonus local SkillTime = Energy / 10 + 60 return SkillEffect, SkillTimeend
Adjust those Numbers to find your Right Swell and after each edit. Save. Refresh Common on your GameServer and swell with BM to see how much u need.
If your Class is Blade Master and Skill point has been add on Skill tree please use this
Data-Scripts-Skills-MasterSkillCalc
(Find Word " Swell "
To edit.
On MasterSkillCalc theres 3 Types if im not wrong, u need to adjust all value of all 3 formulas.
thanks!
I tried it , changed all Swell Life Skills in Data-Scripts-Skills-MasterSkillCalc
and in Data-Scripts-Skills-MasterSkillCalc
but it really doesnt do anything, tried to change 100+12 to 50+12 nothing
also tried to change it from 100+12 to 800+12 yet still nothing changes?
what could be the problem ?
In total there is 4 Formula for Swell Life to change.
If character is Blade Knight
go to IGCData-Scripts-Skills-RegularSkillCalc
and adjust it.
If your class is Blade Master and have add skill tree point on swell field edit it over on
IGCData-Scripts-Skills-MasterSkillCalc
and Example of how you can edit.
This is Default values
-- SkillID: 48, Swell Life - (Dark Knight, Blade Knight, Blade Master)
function KnightSkillAddLife(Vitality, Energy, PartyBonus)
local SkillEffect = Vitality / 100 + 12 + Energy / 20 + PartyBonus
local SkillTime = Energy / 10 + 60
return SkillEffect, SkillTime
end
This is what i recommend:
-- SkillID: 48, Swell Life
function KnightSkillAddLife(Index, TargetIndex, TargetClass, Vitality, Energy, PartyBonus)
local SkillEffect = Vitality / 1000 + 12 + Energy / 2000 + PartyBonus
local SkillTime = Energy / 1 + 6
return SkillEffect, SkillTime
end
You can explore what suits you and just edit the values in Red. Increasing the value makes you lower HP.
It a simple formula of Division. Vitality Amount of Stats / 1000 + +12 (Or u can remove this) + Energy Amount of stats / 2000 + PartyBonus
You also need to edit MasterSkillCalc
Here is what i recommend
After each edit just reload Common Setting and swell again.-- SkillID: 356, Swell Life Strengthener - (Blade Master)
function KnightSkillAddLife_Level1(Index, TargetIndex, TargetClass, Vitality, Energy, PartyBonus)
local SkillEffect = Vitality / 1500 + 12 + Energy / 2000 + PartyBonus
local SkillTime = Energy / 1 + 6
return SkillEffect, SkillTime
end
-- SkillID: 360, Swell Life Proficiency - (Blade Master)
function KnightSkillAddLife_Level2(Index, TargetIndex, TargetClass, Vitality, Energy, PartyBonus)
local SkillEffect =Vitality / 1500 + 12 + Energy / 2000 + PartyBonus
local SkillTime = Energy / 1 + 6
return SkillEffect, SkillTime
end
-- SkillID: 363, Swell Life Mastery - (Blade Master)
function KnightSkillAddLife_Level3(Index, TargetIndex, TargetClass, Vitality, Energy, PartyBonus)
local SkillEffect = Vitality / 1500 + 12 + Energy / 2000 + PartyBonus
local SkillTime = Energy / 1 + 6
return SkillEffect, SkillTime
end
If you can change the source, there is a place where potions can be adjusted. The function is CGUseItemRecv in protocol.cpp.
For example, you'll find this switch case:
nAddRate is the percentage of the max health which will be recovered. MaxLife means without swell etc.... so if you want to calculate the recover based on the actual max health, you could change the formula to:Code:switch ( citem->m_Type ) { case ITEMGET(14,0): // Apple nAddRate = 10; break; case ITEMGET(14,1): // nAddRate = 20; break; case ITEMGET(14,2): // nAddRate = 30; break; case ITEMGET(14,3): // Large Healing Potion nAddRate = 40; break; } if ( citem->m_Level == 1 ) // #formula { nAddRate += 5; } tLife += ((int)gObj[aIndex].MaxLife * nAddRate) / 100; // #formula
Another important variable is the FillLifeCount, it describes in how many steps your life will recover. Higher value = slower recovery.Code:tLife += ((int)(gObj[aIndex].MaxLife+gObj[aIndex].AddLife) * nAddRate) / 100; // #formula
At least from the sources which I have, I can tell you that a Potion+15 behaves like a Potion+0. So better just use them at +1.Code:if ( citem->m_Type == ITEMGET(14,0) && citem->m_Level < 2 ) { gObj[aIndex].FillLifeCount = 0; // an apple recovers instantly } else if ( citem->m_Level == 1 ) { gObj[aIndex].FillLifeCount = 2; // +1 potion in 2 (or 3) steps } else { gObj[aIndex].FillLifeCount = 3; // everything else, also +15 with one step more }
Last edited by nevS; 18-05-21 at 09:57 PM.