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Data Collecting: Mob Damage/Defense Formula
#21
Paracelsus Wrote:couldn't you post all of the code by enveloping it in the 'code' code? or maybe set it up as a spoiler?
It's too long. And I can count the people here who are able read and understand 400 lines of assembler on one hand.
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#22
Well I hope I'm one of those fingers on that hand, lol.
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#23
Paracelsus Wrote:Well I hope I'm one of those fingers on that hand, lol.
I must say I never heard of you, but here you go Goggleemoticon

 Spoiler
Version 62 maple client unpacked, address 0066D7AA. I found it by searching for the referenced string "StandardPDD.img" which lead me to an initialization function loading a huge hashtable containing every level and its respective StandardPDD. Then I set a hardware breakpoint on the level 10 beginner one, and surprisingly i landed straight into the function above when getting hitted.

The call to 0066CF83 at the beginning is the miss function, by the way.
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#24
Well, I'm not on that hand after all, but I really wish I was. *wants to get assembler code books* I guess I was a little over confident in myself, lol.
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#25
Paracelsus Wrote:Well, I'm not on that hand after all, but I really wish I was. *wants to get assembler code books* I guess I was a little over confident in myself, lol.
It's not really possible for the human eye to read uncolored assembler code anyway. I need to create a software that colors these things Rolleyes


Oh btw, I released the damage simulator I built, so you can look inside there for the damage formula.
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#26
I been inputing the info from pics iI've taken and it perfect when I compare it to real damage recieve as long as I have a W.Def, but it shows too low of values when you make your W.Def equal 0
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#27
Paracelsus Wrote:I been inputing the info from pics iI've taken and it perfect when I compare it to real damage recieve as long as I have a W.Def, but it shows too low of values when you make your W.Def equal 0
Ill check the issue once I finish with the miss formula (almost done), might be one of these values I didn't know what to do with.
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#28
Thanks Kortestanov, you've been a great help. Also does the formula work for a mob's magical attack too?
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#29
Paracelsus Wrote:Thanks Kortestanov, you've been a great help. Also does the formula work for a mob's magical attack too?
I'd say no. And even worse, StandardPDD is not applied to magic attacks, so im clueless as to how am i supposed to find that function.

Im thinking about using the CHARACTER structure i just discovered... if it works it shouldnt take me more than a few days.
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#30
Once again thanks for the help, also could you take the source code and copy it into notepad so I wouldn't have to download a program to look at the source?
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#31
Paracelsus Wrote:Thanks Kortestanov, you've been a great help. Also does the formula work for a mob's magical attack too?

The basic function fits (0.8*atk^2*0.01) but magic defense is gonna have its own ridiculously complicated factors most likely.
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#32
Paracelsus Wrote:Once again thanks for the help, also could you take the source code and copy it into notepad so I wouldn't have to download a program to look at the source?
the source I uploaded is in text format, just open MainForm.cs in notepad.

Stereo Wrote:The basic function fits (0.8*atk^2*0.01) but magic defense is gonna have its own ridiculously complicated factors most likely.
Nothing will stand the power of olly2. Talkin' from experience Rolleyes
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#33
Thanks, its been a while since I looked at code, so I forgot, lol. Also as you figure out more about mob damage please make updates and add a lot more comments about it, pls.
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