xydius
Just an otland wanderer
- Joined
- Feb 25, 2016
- Messages
- 41
- Reaction score
- 37
Hello my friends,
Im writting this post because im not really sure where i should edit the combat formula so the monsters do more damage, i want this because ill have custom items on my server which give more mana, more health and skills and regeneration and a lot of stuff so i want monsters to hit more without editing every single monster.
Thanks in advance
btw im using otxserver3 which is based on tfs 1.2 so it must have this src
in monster.cpp is it here?
and here?
and in monsters.cpp
and here for melee
i might have solved my own issue but i still want some confirmation lol i really need to know so i dont mess the source :C
Im writting this post because im not really sure where i should edit the combat formula so the monsters do more damage, i want this because ill have custom items on my server which give more mana, more health and skills and regeneration and a lot of stuff so i want monsters to hit more without editing every single monster.
Thanks in advance
btw im using otxserver3 which is based on tfs 1.2 so it must have this src
in monster.cpp is it here?
Code:
bool Monster::getCombatValues(int32_t& min, int32_t& max)
{
if (minCombatValue == 0 && maxCombatValue == 0) {
return false;
}
min = minCombatValue;
max = maxCombatValue;
return true;
}
and here?
Code:
if (canUseSpell(myPos, targetPos, spellBlock, interval, inRange, resetTicks)) {
if (spellBlock.chance >= static_cast<uint32_t>(uniform_random(1, 100))) {
if (updateLook) {
updateLookDirection();
updateLook = false;
}
minCombatValue = spellBlock.minCombatValue;
maxCombatValue = spellBlock.maxCombatValue;
spellBlock.spell->castSpell(this, attackedCreature);
if (!attackedCreature) {
break;
}
if (spellBlock.isMelee) {
extraMeleeAttack = false;
}
}
and in monsters.cpp
Code:
if (!combatSpellPtr->loadScriptCombat()) {
return false;
}
combatSpell = combatSpellPtr.release();
combatSpell->getCombat()->setPlayerCombatValues(COMBAT_FORMULA_DAMAGE, sb.minCombatValue, 0, sb.maxCombatValue, 0);
} else {
and here for melee
Code:
if ((attackAttribute = node.attribute("attack")) && (skillAttribute = node.attribute("skill"))) {
sb.minCombatValue = 0;
sb.maxCombatValue = -Weapons::getMaxMeleeDamage(pugi::cast<int32_t>(skillAttribute.value()), pugi::cast<int32_t>(attackAttribute.value()));
}
i might have solved my own issue but i still want some confirmation lol i really need to know so i dont mess the source :C
Last edited: