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Combat formulas

 
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Author Message
Grin



Joined: 24 Oct 2006
Posts: 3

PostPosted: Wed Jan 10, 2007 5:44 pm    Post subject: Combat formulas Reply with quote

Hello! it's me again;)
After core update (now version is POL095-2003-07-05 (VS.NET) compiled on Jul 5 2003 16:38:41) combat system is changed;(
I've looked in changelogs but nothing were foundion.
Was this part of combat system chenged?
Code:
hit_chance = (weapon_attribute + 50.0) / (2.0 * opponent_weapon_attribute + 50.0)

if( random_float(1.0) < hitchance )
  play hit sounds and anims
  damage weapon (1 in 100 chance to lose 1 hp)
 
  damage = random_weapon_die_damage
  damage_multiplier = tactics + 50
  damage_multiplier += strength * 0.2
  damage_multiplier *= 0.01
  damage *= damage_multiplier

Or this is my mistake in script?

PS In my script i take off damage_multiplier (by division) and do my own calculations.

Author Message
cucciola3000



Joined: 25 Aug 2006
Posts: 11

PostPosted: Sat May 05, 2007 10:13 am    Post subject: Reply with quote

i have same problem... help pls Sad

BR

Author Message
Gnafu



Joined: 02 Feb 2006
Posts: 88
Location: Livorno, Italy

PostPosted: Wed May 16, 2007 9:39 am    Post subject: Reply with quote

you posted a code but from which script?

Author Message
cucciola3000



Joined: 25 Aug 2006
Posts: 11

PostPosted: Thu May 17, 2007 3:18 am    Post subject: Reply with quote

i think that he was serching this information...

i have tried.. but i don't have found this script Sad

Author Message
MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Thu May 17, 2007 4:19 am    Post subject: Re: Combat formulas Reply with quote

Grin wrote:
Hello! it's me again;)
After core update (now version is POL095-2003-07-05 (VS.NET) compiled on Jul 5 2003 16:38:41) combat system is changed;(
I've looked in changelogs but nothing were foundion.
Was this part of combat system chenged?
Code:
hit_chance = (weapon_attribute + 50.0) / (2.0 * opponent_weapon_attribute + 50.0)

if( random_float(1.0) < hitchance )
  play hit sounds and anims
  damage weapon (1 in 100 chance to lose 1 hp)
 
  damage = random_weapon_die_damage
  damage_multiplier = tactics + 50
  damage_multiplier += strength * 0.2
  damage_multiplier *= 0.01
  damage *= damage_multiplier

Or this is my mistake in script?

PS In my script i take off damage_multiplier (by division) and do my own calculations.


That's the core's combat code from the Docs page. No clue if the internal damage stuff was changed or not. Check to see if you use a combat syshook also.

If no syshook, it's you mainhitscript or whatever file the weapon is using for it's hitscript.

Author Message
cucciola3000



Joined: 25 Aug 2006
Posts: 11

PostPosted: Thu May 17, 2007 8:57 am    Post subject: Reply with quote

The main hit script enter when you make an hit...

in mainhitscript i don't have found a code that control missing....

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