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Old 04-30-2009, 12:27 AM
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Secrets
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Default In regards to min/max dmg

Not sure where to put this, but is there any reason mindmg/maxdmg in the database is an int16 versus it being an int32, which is the maximum value for damage?

I'm looking in code at npc.h,

Quote:
int16 max_dmg;
int16 min_dmg;
and noticed NPCs and players cannot hit for more than an int16, but damage is clearly an int32, and was wondering if there is any reasoning behind doing this specifically for learning purposes. Also, I noticed haste is an int8 in mob.h, when all of that calculation for haste is done serverside and is actually an sint32 in the structure. I noticed it is sometimes possible to stack haste to over the max value for an int8, and this will break things to all hell.

Is there any reason we do this, though? Or is it safe to change them from int16 and int8 to int32?
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Old 04-30-2009, 12:33 AM
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cavedude
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Why do you need more than 32767 damage?!?!
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Old 04-30-2009, 12:36 AM
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Secrets
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Quote:
Originally Posted by cavedude View Post
Why do you need more than 32767 damage?!?!
Heh, you'd have to ask KingMort on that one. It's his number crunching that I need to balance stuff around :P

But yeah. That's why I need that much damage; to have mobs that can hit slow but hard. When you have players with 180k HP, sometimes 32767 damage doesn't cut it.

It is either that, or we lower the stats on gear again. If it was up to me, I would have MUCH less numbers, something simple like 36.
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  #4  
Old 04-30-2009, 12:37 AM
KLS
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It was probably int16 in the struct at sometime in the past and never updated.
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Old 04-30-2009, 12:39 AM
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Secrets
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Quote:
Originally Posted by KLS View Post
It was probably int16 in the struct at sometime in the past and never updated.
Ah, gotcha. So it is safe to update these to their proper values?

I guess i'll go try it; though I don't have my devenv set up, which is why I made this post. ><
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  #6  
Old 04-30-2009, 01:52 AM
KLS
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Don't see any reason why they couldn't be updated safely.
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