//Set Monster Stats Values bool CMonster::SetStats(bool all) { if(thisnpc == NULL) return false; Stats->Level = thisnpc->level; Stats->Attack_Power = GetAttackPower( ); Stats->Defense = GetDefense( ); Stats->xprate = GetXPRate( ); Stats->itemdroprate = GetItemDropRate( ); Stats->zulydroprate = GetZulyDropRate( ); Stats->Attack_Speed = GetAttackSpeed( ); Stats->Move_Speed = GetMoveSpeed( ); Stats->Dodge = GetDodge( ); Stats->Accury = GetAccury( ); Stats->Critical = GetCritical( ); Stats->Magic_Defense = GetMagicDefense( ); Stats->magicattack = GetMagicAttack( ); Stats->Attack_Distance = GetAttackDistance( ); for(int i=0;i<20;i++) { AIVar[i] = 0; } return true; }
//Set Monster Stats Values bool CMonster::SetStats(bool all) { if(thisnpc == NULL) return false; Stats->Attack_Power = GetAttackPower( ); Stats->Defense = GetDefense( ); Stats->xprate = GetXPRate( ); Stats->itemdroprate = GetItemDropRate( ); //Stats->zulydroprate = GetZulyDropRate( ); //PY: pointless stat. It's always zero. Use thisnpc->money to get the value directly from the STB Stats->Attack_Speed = GetAttackSpeed( ); Stats->Move_Speed = GetMoveSpeed( ); Stats->Dodge = GetDodge( ); Stats->Accury = GetAccury( ); Stats->Critical = GetCritical( ); Stats->Magic_Defense = GetMagicDefense( ); Stats->magicattack = GetMagicAttack( ); Stats->Attack_Distance = GetAttackDistance( ); for(int i=0;i<20;i++) { AIVar[i] = 0; } return true; }