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 Post subject: Combat formulas
PostPosted: Wed Jan 10, 2007 1:44 pm 
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.


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 Post subject:
PostPosted: Sat May 05, 2007 6:13 am 
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Joined: Fri Aug 25, 2006 8:06 am
Posts: 11
i have same problem... help pls :(

BR


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 Post subject:
PostPosted: Wed May 16, 2007 5:39 am 
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Joined: Thu Feb 02, 2006 7:29 am
Posts: 90
Location: Livorno, Italy
you posted a code but from which script?

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DRL freelance scripter :D


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 Post subject:
PostPosted: Wed May 16, 2007 11:18 pm 
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Joined: Fri Aug 25, 2006 8:06 am
Posts: 11
i think that he was serching this information...

i have tried.. but i don't have found this script :(


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 Post subject: Re: Combat formulas
PostPosted: Thu May 17, 2007 12:19 am 
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POL Developer
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Joined: Sun Feb 12, 2006 9:50 pm
Posts: 834
Location: Indiana, USA
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.

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 Post subject:
PostPosted: Thu May 17, 2007 4:57 am 
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Joined: Fri Aug 25, 2006 8:06 am
Posts: 11
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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