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Combat formulas

Posted: Wed Jan 10, 2007 1:44 pm
by Grin
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: Select all

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.

Posted: Sat May 05, 2007 6:13 am
by cucciola3000
i have same problem... help pls :(

BR

Posted: Wed May 16, 2007 5:39 am
by Gnafu
you posted a code but from which script?

Posted: Wed May 16, 2007 11:18 pm
by cucciola3000
i think that he was serching this information...

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

Re: Combat formulas

Posted: Thu May 17, 2007 12:19 am
by MuadDib
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: Select all

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.

Posted: Thu May 17, 2007 4:57 am
by cucciola3000
The main hit script enter when you make an hit...

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