CombatScript(SystemHookScript.../parryAdv.ecl)

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guialtran
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Posts: 120
Joined: Wed Jul 30, 2008 12:42 pm

CombatScript(SystemHookScript.../parryAdv.ecl)

Post by guialtran » Thu Jan 29, 2009 8:27 pm

I wanna know what kind of attribuits the pol uses to define the speed that the Combat Script(parryAdv.ecl) will run

Weapon speed.....?
Attribute Dexterity.....?


And I also wanna know what kind of formula the pol uses to calculate the Combats script delay

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MontuZ
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Posts: 338
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Location: Myrtle Beach, South Carolina

Re: CombatScript(SystemHookScript.../parryAdv.ecl)

Post by MontuZ » Thu Jan 29, 2009 9:40 pm

Some very long confusing algorithm that frightens and scares me. Makes me want to kick the person who came up with it, I'm sort of venting because every time I look at it I want to die, lol.

It can be found somewhere in the forums by searching though.

http://forums.polserver.com/viewtopic.p ... 923&p=9916
Myrathi explained the 'time to next swing' to me a few years back, and I quote:

EffectiveDex = (BaseDex + TempDexMod + InstrinsicDex) / 10
spd_div = (EffectiveDex + 100) * weaponspeed
clock_to_next_swing = (15,000,000 / spd_div) msecs

Test-case:
--> Char with 50 dex and a speed 35 weapon

BaseDex = 500
TempDexMod = 0
IntrinsicDex = 0

EffectiveDex = 500 / 10 = 50
spd_div = (50 + 100) * 35 = 150 * 35 = 5250
clock_to_next_swing = (15000000 / 5250) = 2857 ms = 2.857 seconds
http://forums.polserver.com/viewtopic.p ... 496&p=2642
Ok, so, let me see if I got it right...

I have to put in the weapon itemdesc entry either Delay or Speed

1) If I put Speed

interattack delay := (15000 / ((dexterity+100) * Speed)) seconds

2) If I put Delay

interattack delay := (Delay + CInt(character.delay_mod)) milliseconds

Right?
I think the latter is right, not sure though, haven't tested any of them.

guialtran
Grandmaster Poster
Posts: 120
Joined: Wed Jul 30, 2008 12:42 pm

Re: CombatScript(SystemHookScript.../parryAdv.ecl)

Post by guialtran » Fri Jan 30, 2009 7:34 am

perfect!, thank you MontuZ !!!

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