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Found 2 results

  1. Uhm, I guess i already asked alot of person regarding this one. Description: EDP was changed a bit as follows: if your Aspd is less than the max (197), then it will be just as normal. However, if it is 197, then Level 5 EDP will reduce the Aspd by 2 no matter what and Level 4 EDP by 1. Level 3 and below will not reduce the Aspd at all. What im trying is to add a code where to check if the "player has 197 ASPD", been trying some codes but it aint working. status.c code // Custom EDP ASPD Cap // If Level 1 - 3 = 197, Level 4 = 196, Level 5 = 195 if (sc->data[SC_EDP]) { if (sc->data[SC_EDP]->val1 == 5) bstatus->amotion = cap_value(i,2000-195*10,2000); else if (sc->data[SC_EDP]->val1 == 4) bstatus->amotion = cap_value(i,2000-196*10,2000); }
  2. So I've been working on a couple of passive skills, all were fine except for this one. I'm not gonna post all the codes in diff files because there are just too many, but here is the part I am mostly having a problem on. I need to have this skill add 1% Base MATK (the first number that shows in the stat window under MATK) every skill level heres what I have in Status.c // ----- MATK CALCULATION -----if((skill_lv=pc->checkskill(sd,CS_MATK_MASTERY))>0){ bstatus->matk_min += (int)status->base_matk(bstatus,sd->status.base_level)*skill_lv/100; if(bstatus->matk_min > bstatus->matk_max) bstatus->matk_max = bstatus->matk_min;} if you are wondering the part is just to get the characters current base_matk which works perfectly fine as I have tried it. The part I am so confuzzled about is changing "bstatus->matk_min" or "bstatus->matk_max" does not change the character's current matk stat. But "bstatus->batk" and all other "bstatus->etc." works except for matk_min and matk_max. So my question is which is the right "bstatus" or any other code thingamajigie to change to be able to modify my character's current matk which shows at the stat window?
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