Meikyo Shisui

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Xephyr
Posts: 45
Joined: Sat May 17, 2014 11:51 am

Re: Meikyo Shisui

Post by Xephyr » Sat Jun 07, 2014 10:44 pm

I didn't look to be edited in any way.

I ran a fresh build and tested. Meikyo Shisui is working again. Now I just need to add my edits back in and see if it breaks again (hopefully it won't).

Xephyr
Posts: 45
Joined: Sat May 17, 2014 11:51 am

Re: Meikyo Shisui

Post by Xephyr » Sat Jun 07, 2014 11:02 pm

Yeah, it's definitely one of my own edits. I applied a few of my personal edits back and it is broken again. Very odd. Probably one of the changes in charutils.cpp

Xephyr
Posts: 45
Joined: Sat May 17, 2014 11:51 am

Re: Meikyo Shisui

Post by Xephyr » Sun Jun 08, 2014 9:41 am

I figured out what was breaking it. In the map_darkstar.conf I had increased player TP gain to help with evening difficulty a bit for the smaller player count. For whatever reason, if the TP multiplier is above 1, the player uses more than 100% TP with each attack during Meikyo Shisui. The higher the multiplier, the more TP used with each weaponskill. It's rather odd. I'll have to continue with my balance testing and figure out a different way without making the game a cake walk =P

altalus
Posts: 136
Joined: Wed Nov 14, 2012 8:31 pm
Location: Montreal Qc, CAN

Re: Meikyo Shisui

Post by altalus » Wed Aug 20, 2014 5:09 am

This will fix it and make your DNC happy too.

Code: Select all

diff --git a/src/map/entities/battleentity.cpp b/src/map/entities/battleentity.cpp
index 8f2be4d..601e505 100644
--- a/src/map/entities/battleentity.cpp
+++ b/src/map/entities/battleentity.cpp
@@ -402,7 +402,7 @@ int16 CBattleEntity::addTP(int16 tp)
 
 	float TPMulti = 1.0;
 
-	if(objtype == TYPE_PC)
+	if(objtype == TYPE_PC && tp > 0)
 	{
 		TPMulti = map_config.player_tp_multiplier;
 	}

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