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Critical Potions - Printable Version +- LCKB (https://lckb.dev/forum) +-- Forum: ** OLD LCKB DATABASE ** (https://lckb.dev/forum/forumdisplay.php?fid=109) +--- Forum: Guides & Help Section (https://lckb.dev/forum/forumdisplay.php?fid=193) +---- Forum: Tutorials & Guides (https://lckb.dev/forum/forumdisplay.php?fid=124) +----- Forum: Ep1 Guides (https://lckb.dev/forum/forumdisplay.php?fid=178) +----- Thread: Critical Potions (/showthread.php?tid=578) |
- Wizatek - 01-03-2012 I noticed that on many ep1 servers the critical potions dont work like expected. This is because the EP1 files dont add 30% critical, but just 30 critical. Ofcourse this is nothing, but its very easy to change that into a higher amount. I noticed that when changing it to 2000 it gives the desired result of most normal hits are critical. UPDATE t_magiclevel SET a_power = 2000 WHERE a_index = 571 AND a_level = 2 - UniX - 01-03-2012 thanks ![]() - blankname - 01-03-2012 what about this UPDATE t_magic SET a_damagetype = 2 WHERE a_index = 571 - robino1996 - 01-07-2012 must we run this code on console in newproject_data? - donwon - 01-07-2012 must we run this code on console in newproject_data? yes |