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).
Meikyo Shisui
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NO LONGER BEING MAINTAINED!
NO LONGER BEING MAINTAINED!
Re: Meikyo Shisui
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
Re: Meikyo Shisui
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
Re: Meikyo Shisui
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;
}