[Help]Another possibility to fix HP xeonms v97?
As I was comparing moopledev to xeonms v97 in maplecharacter.java,
i found this:
PHP Code:
statup.add(new Pair<MapleStat, Integer>(MapleStat.MAXHP, localmaxhp));
statup.add(new Pair<MapleStat, Integer>(MapleStat.MAXMP, localmaxmp));
while in moopledev it is:
PHP Code:
statup.add(new Pair<MapleStat, Integer>(MapleStat.MAXHP, maxhp));
statup.add(new Pair<MapleStat, Integer>(MapleStat.MAXMP, maxmp));
Is this the fix? If it is, can a mod please move this to the release section.
EDIT: Would someone like to give me the HP that a warrior is SUPPOSED to have in GMS at certain levels so that I can compare?
Re: Another possibility to fix HP xeonms v97?
Holy crap. Seriously?
Why can't you just test stuff yourself FIRST then make a thread..
Re: Another possibility to fix HP xeonms v97?
Quote:
Originally Posted by
sunnyboy184
Holy crap. Seriously?
Why can't you just test stuff yourself FIRST then make a thread..
Some people here can tell if it's right just by looking at it. But to answer your question, I do not have v97 on my computer atm because if I install v97, then GMS cannot be accessed.
Re: Another possibility to fix HP xeonms v97?
Quote:
Originally Posted by
lordpeter
Some people here can tell if it's right just by looking at it. But to answer your question, I do not have v97 on my computer atm because if I install v97, then GMS cannot be accessed.
Are you stupid? you can access GMS if u install v97
Re: Another possibility to fix HP xeonms v97?
Quote:
Originally Posted by
TiredGuy
Are you stupid? you can access GMS if u install v97
Try it out for yourself. The website will target the v97 launcher and it will not work.
EDIT: I think it may work, let me try it out right now.
Re: Another possibility to fix HP xeonms v97?
Its called moving your v97 files to somewhere else so you can have as much different version files you want.
Re: Another possibility to fix HP xeonms v97?
Quote:
Originally Posted by
lordpeter
Try it out for yourself. The website will target the v97 launcher and it will not work.
EDIT: I think it may work, let me try it out right now.
I have v55, v83, v97, v99, v104 and v109 on my computer AT the same time and they work just fine.
Re: Another possibility to fix HP xeonms v97?
Quote:
Originally Posted by
TiredGuy
Its called moving your v97 files to somewhere else so you can have as much different version files you want.
Yes I tried that before and I had to reinstall GMS to make it work again. Well it works now anyway. can someone can give me the HP that a warrior is supposed to have in GMS so I can compare it/test it?
Re: [Help]Another possibility to fix HP xeonms v97?
I think u quoted the wrong person :p
Posted via Mobile Device
Re: [Help]Another possibility to fix HP xeonms v97?
Can we please not talk about the GMS problem and more about the topic :O?
Posted via Mobile Device
Re: [Help]Another possibility to fix HP xeonms v97?
I don't think it really matters tbh. Not like its something really Fked up.
Posted via Mobile Device
Re: [Help]Another possibility to fix HP xeonms v97?
Players lack A LOT of HP and it can affect them later on. But kevin posted on my release version and I believe that's the right fix.
Posted via Mobile Device
Re: [Help]Another possibility to fix HP xeonms v97?
To answer the main question, this will make it worse ( If I remember correctly since:
Code:
maxhp/mp = base maxhp/mp ( Numbers 50-30000 in <v100 and 50-99999 in >v100 I think. )
localmaxmp.hp = base maxhp/mp + effects from items, skills, etc.
So, ultimately your code would disregard, per say, and item with +50 HP on it. Or a skill that manipulated the HP. I also believe the localhp/mp is affected from debuffs ( like position 8, debuff 8192 and position 8, debuff 262144 ).
To answer your second question, the maxhp is dynamic, since it is determined by how much AP a player puts towards it, and if any skills affect it. I believe if you look in levelUp() you can see how much the base is, though.
Re: [Help]Another possibility to fix HP xeonms v97?
Quote:
Originally Posted by
Veda
To answer the main question, this will make it worse ( If I remember correctly since:
Code:
maxhp/mp = base maxhp/mp ( Numbers 50-30000 in <v100 and 50-99999 in >v100 I think. )
localmaxmp.hp = base maxhp/mp + effects from items, skills, etc.
So, ultimately your code would disregard, per say, and item with +50 HP on it. Or a skill that manipulated the HP. I also believe the localhp/mp is affected from debuffs ( like position 8, debuff 8192 and position 8, debuff 262144 ).
To answer your second question, the maxhp is dynamic, since it is determined by how much AP a player puts towards it, and if any skills affect it. I believe if you look in levelUp() you can see how much the base is, though.
So it isn't the fix? Kevin was talking about something called MhpR or something as the fix, can you help me with this?
Re: [Help]Another possibility to fix HP xeonms v97?
Does anyone know how to fix this? Kevin mentioned something about MhpR in skills.wz