Guess you missed some spots then. Good luck.
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Haha, thanks have you ever tried to make it go past 2.14bil and succeeded? Or know of anyone that has and succeeded? Reason I ask is I wanna know if I'm chasing a lost cause =D
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If just making the NPC heal up at certain points or similar is totally not an option...
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It would be a pretty big and very custom overhaul, though. You'd need to split Client HP checks from NPC HP checks since they wouldn't work the same anymore. Quote:
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Though thanks to the above said, research time for the insertion/addition has been cut, let me have a look see, as I believe it would be a beneficial event to have. |
@Zaela_S, thanks for your ideas. That would be one way to do it yeah.
But I was looking for a way to modify it so they would just accept bigger values without having to do a major over haul on the current working system. One would think modifying it to accept values over 2.14 billion wouldn't be all that hard seeing as its already set up to accept values to 2.14 billion with int32. I know 2.14 billion is the cap of int32 which is why one would think changing all the places that HP is pulled and set from to int64 instead of int32 would work. Again I don't know much about C++, if I'm mistaken someone please correct me. |
If you want a significant change, you'll have to be ready to do a little work, I think. If you don't want to put in too much effort, you'll probably just have to accept mobs having multiple HP bars or multiple phases. Honestly the system I described probably wouldn't be that difficult; it could be knocked out in a day with a little patience, I think.
Upon further thought making the HP system I described extremely flexible wouldn't be too complicated even: you'd only need 3 tracking values and 2 starting NPC data values. The first value would be a uint32 that is directly decreased by damage. The second value would be a uint32 that defines how many times the first value is in 1% of the total. The third value would be an int8 to track the NPC's current HP %. When damage would put the first value below 0, the second value will decrement, the first value will reset to its starting value, and any excess damage will bleed over. Whenever the second value hits 0, the third value will decrement, the second value will reset, and the players will rejoice at a sign of progress. At that point it would basically just be a matter of making Death occur when the third value hits 0 or -1. At that point the HP cap would be around... (4.29b^2)*100... so high you'd need to use scientific notation to describe how much HP something has. What more could you ask for. |
Don't worry Zeela, most of the people here don't actually want to do any work, they just keep asking the same question until somebody else does it for them.
ghanja doesnt even realize the reason you didn't post a diff is because you did your version of this in Lua. |
@orionsun I wasn't asking for anyone to do it for me I was asking if there was an easier way to do it rather than redoing the entire way it works currently.
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orion is full of snark today. he also apparently doesn't realize that ghanja is quite familiar with the fact that zaela_s does customization in lua and doesn't generally ask anyone to do anything for him.
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Since you didn't explain why you need to change this I'd assume it's because you want to see really big numbers for damage. Well, that introduces another set of problems as all of the damage calculations are subject to overflow at some point too, so you'd be back saying "hey guys, why is my damage negative" before long. If it is super important to you, good luck, you'll need it. If not, just scale your damage so it works within the existing confines and be happy. |
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@orionsun you could of been directing that statement at more than one person. And seeing as I started the thread I would assume the replies that follow would be directed at me. |
*Edit: I became aware this reply was no longer necessary due to the below.
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Let me just say, this response of yours is, well, shows your ass. Good day sir. |
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