Mirroring clone damage

Mu online season 21 - grand opening

Chriz

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When clone gets hit for more than the masters HP, it should instantly be killed however on here it doesn't die, but instead drains the full amount of MP equal to the damage received.

for example if i summon clone in SZ and the guard hits it - my 1k Mana pool is instantly consumed even though I only have 200hp.

Bit of an issue in PVP if someone Cains your clone - you have no MP lol.

It should be take some MP but as i remember it was never equal to the actual damage receive more like 25%? And should die when hit for more than the masters HP.

Damage isn't great either :P pretty useless as it stands..

Edit: Also tbolt animation seems to be glitched and shows a blue female when casting - for a male in a drobe and dstaff atleast
 
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Ardbeg

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Clone only ever survived based on owner MP and had nothing to do with HP. As soon as owner MP is exhausted, the clone vanishes.
Clone could only be summoned back when enough MP existed to do so.
Clone was very useful as a lure defence especially in places like Premium Dungeon. Rest the clone and you can move to a safer distance.
Damage wasn't amazing but still helped.
That's what I remember anyway.
 

Muh

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I thought 0 1 2 3 reduced the damage ur clone took
Lvl 1 ac 20-20
Or w.e route it followed.

Clone i used always took mp from your bar, regardless of the hit if u had 1% mp the clone would stay up, 20dmg or 2000 dmg, never linked it to hp, ofc this is a players pov so it may be off a little
 

ipwnu

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Can solo so many more bosses using clone but it's damage is woeful, should do more considering how much it drains mp
 

<SOSO>

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Clone never did do big dmg, it was just for flinching and distraction .
 

Chriz

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Euro code is:

MP loss on Hit = (Damage / 5) = 20%

Struck:
if RaceServer = RC_CLONE then begin
if ( not Death ) and
( not BoGhost ) and
( Master <> nil ) and
( Master.RaceServer = RC_USERHUMAN ) and
( not Master.BoGhost ) and
( not Master.Death ) and
( Master.WAbil.MP > 0 ) then
begin
if ( Master.WAbil.MP >= (damage div 5) ) then begin
Master.WAbil.MP := Master.Wabil.MP - (damage div 5);
end else begin
Master.WAbil.MP := 0;
end;

Master.healthspellchanged;

end;
end;

Clone dies when MP < 200:

if Master.WAbil.MP < 200 then begin
// MP �� 200 ���� ������ �ڵ������
Master.SysMsg('Your clone is destroyed due to lack of MP.',0);
Self.BoDisapear := true;
self.WAbil.HP := 0;
end;


Attack damage is based on skill level and defence is based on masters ac/amc
procedure TCloneMon.BeforeRecalcAbility;
begin
case SlaveMakeLevel of
1 :
begin
Abil.MC := MakeWord(10, 22);
end;
2 :
begin
Abil.MC := MakeWord(13, 25);
end;
3 :
begin
Abil.MC := MakeWord(15, 30);
end;
else
begin
Abil.MC := MakeWord(9, 20);
end;
end;


AddAbil.HP := 0;
end;

procedure TCloneMon.AfterRecalcAbility;
begin
NextHitTime := 3300 - (SlaveMakeLevel * 300);
NextWalkTime := 500;
WalkTime := GetCurrentTime + 2000;
NextMPSpendTime := GetTickCount;
// MPSpendTickTime := 600;
MPSpendTickTime := 600 * 30;

if Master <> nil then begin
WAbil.MaxHP := Master.WAbil.MaxHP;
WAbil.HP := Master.WAbil.HP;
WAbil.AC := MakeWord( LOBYTE(master.Abil.AC)*2 div 3, HIBYTE(master.Abil.AC) *2 div 3);
WAbil.MAC := MakeWord( LOBYTE(master.Abil.MAC)*2 div 3, HIBYTE(master.Abil.MAC) *2 div 3);

// MPSpendTickTime := ( 600 - _MIN(400, Master.WAbil.Level * 10) );
end;
end;

Also the bolt attack is suposed to have the x1.5 multiplier to the undead
procedure TCloneMon.RangeAttackTo (targ: TCreature); //�ݵ�� target <> nil

function GetPower1 (power, trainrate: integer): integer;
begin
Result := Round ((10 + trainrate * 0.9) * (power / 100));
end;

function CalcMagicPow: integer;
begin
Result := 8 + random(20);
end;

var
i, pwr, dam: integer;
sx, sy, tx, ty : integer;
list: TList;
cret: TCreature;
begin
if targ = nil then exit;

if IsProperTarget (targ) then begin
if targ.AntiMagic <= Random(50) then begin
pwr := GetAttackPower (
GetPower1 (CalcMagicPow,0) + Lobyte(WAbil.MC),
ShortInt(Hibyte(WAbil.MC)-Lobyte(WAbil.MC)) + 1
);

if targ.LifeAttrib = LA_UNDEAD then pwr := Round (pwr * 1.5);

SendDelayMsg (self, RM_DELAYMAGIC, pwr, MakeLong(Targ.CX, Targ.CY), 2, integer(targ), '', 600);
SendRefMsg (RM_MAGICFIRE, 0, MakeWord(7, 9), MakeLong(Targ.CX, Targ.CY), integer(targ), '');

end;

end;

end;

Cant for the life of me find the death on > master HP.. Think i'm going crazy :S

---------- Post Merged at 10:42 PM ---------- Previous Post was at 09:34 PM ----------

It seems that the death on hit greater than masters HP is in the euro code, its quite deeply nested in the inherited classes but effectively the Clone mobs HP is set to the Masters HP, when struck then damage is applied to the Clone this reduces the HP and then on AI run if HP <=0 then die else renew hp = master.

Its in there, would be a nightmare to quote considering it its covered over several sections!


Am I the only one that remembers that lol? O.o Was USA Mir different?
 
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WhiteTiger

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Aug 4, 2004
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Euro code is:

MP loss on Hit = (Damage / 5) = 20%



Clone dies when MP < 200:




Attack damage is based on skill level and defence is based on masters ac/amc


Also the bolt attack is suposed to have the x1.5 multiplier to the undead


Cant for the life of me find the death on > master HP.. Think i'm going crazy :S

---------- Post Merged at 10:42 PM ---------- Previous Post was at 09:34 PM ----------

It seems that the death on hit greater than masters HP is in the euro code, its quite deeply nested in the inherited classes but effectively the Clone mobs HP is set to the Masters HP, when struck then damage is applied to the Clone this reduces the HP and then on AI run if HP <=0 then die else renew hp = master.

Its in there, would be a nightmare to quote considering it its covered over several sections!


Am I the only one that remembers that lol? O.o Was USA Mir different?


It defo died on euro if it got '1 hit' to the extent it took more damage than you 'the master' had HP.
 

Chriz

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It defo died on euro if it got '1 hit' to the extent it took more damage than you 'the master' had HP.

Thanks for the Sanity check hah.

I remember the Dark Devil always one hitting my clone when I had a full MP bar... made it impossible to use clone to better trap it when solo.

My main issue on here is the MP consumption.. I mean I cant even carry enough MP to solo an EC O.o [MENTION=9633]Xx69xX[/MENTION] please give us back our tool for bossing!
 
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Koriban

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Honestly, kinda think this thing and maybe deva just needs to be doing exactly 1 point of true damage (ignores ac/amc) so that it's a guarantee flinch. As it stands it misses people in pvp 75% of the time and it just doesn't even register against bosses insane amc.

Mirrorings cast speed could do with an ever so slight buff too, that way a wizz might be able to use it to FW bounce kill bosses between his clone and himself? unsure if even possible w/o green poison still but might give it more of a solo-usage.

If mirroring is getting looked at in anyway I think it needs to keep its current weakness. If I bring it out in PvP atm and people instagib it I should be completely manaless.
 

Muh

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Nice thread

I have never noticed a clone being killed if the hit>casters hp.
 

Chriz

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If mirroring is getting looked at in anyway I think it needs to keep its current weakness. If I bring it out in PvP atm and people instagib it I should be completely manaless.

I Agree with you, but not at the current rate.. Its an issue in Crystal in general - the MP lost should not be equal to the damage received by the clone, instead it should be 20% of the damage.

Also in Crystal, the wizards base MC is multiplied by 2 and added to the damage applied by clone; good to know I guess lol.

Alot of the skills in the base Crystal files is soo far away from official; drives me mad lol. I may fork the official repro and submit all my bug fixes/amendments for [MENTION=1046]Far[/MENTION] to merge in if he feels them suitable..