Questions about resisitances in the Distro.
Posted: Wed Feb 14, 2007 10:05 pm
First let me mention that I have spoken with Tekproxy and he has informed me that he will be adding checks for magic resistance soon. My questions pertain to the implementation of the basic resistances ie. Physical, Fire, Cold, Poison and Energy in the magic spells.
I am attempting to implement the spell scripts in my shard and I noticed that since the magery scripts use the ApplyDamageEX function and they send the damage type from the spells.cfg file this means that once magic resistance is added that damage will be reduced not only by the resisting spells skill but also by the call to CalcDamageAmount within the ApplyDamageEX function which reduces the damage amount based on the five resistance types listed above.
Was this intended to be the case where there is the possibility of having a double reduction in damage? If so then I suppose there is no problem but it seems to me that it should be only the resisiting spells skill that is used to determine damage amounts from spells. I was under the understanding, well maybe it was more of an assumption, that the afore mentioned resistances are meant to pertain to elemental damage added via the special hit scripts.
I would suggest that in order to correct this problem, the addition of a third and maybe fourth damage function be added to damage.inc; ApplySpellDamage and ApplySpellDamageEX. The only difference between these two functions and the others would be the removal of the call to CalcDamageAmount.
You could instead add the passage of the circle parameter to the ApplyDamage and ApplyDamageEX functions and if that parameter is present use the resisting spells skill to determine damage level and if not present use the CalcDamageAmount for determining damage amounts based on the five rssistances.
Anyway, that's my thoughts.
I am attempting to implement the spell scripts in my shard and I noticed that since the magery scripts use the ApplyDamageEX function and they send the damage type from the spells.cfg file this means that once magic resistance is added that damage will be reduced not only by the resisting spells skill but also by the call to CalcDamageAmount within the ApplyDamageEX function which reduces the damage amount based on the five resistance types listed above.
Was this intended to be the case where there is the possibility of having a double reduction in damage? If so then I suppose there is no problem but it seems to me that it should be only the resisiting spells skill that is used to determine damage amounts from spells. I was under the understanding, well maybe it was more of an assumption, that the afore mentioned resistances are meant to pertain to elemental damage added via the special hit scripts.
I would suggest that in order to correct this problem, the addition of a third and maybe fourth damage function be added to damage.inc; ApplySpellDamage and ApplySpellDamageEX. The only difference between these two functions and the others would be the removal of the call to CalcDamageAmount.
You could instead add the passage of the circle parameter to the ApplyDamage and ApplyDamageEX functions and if that parameter is present use the resisting spells skill to determine damage level and if not present use the CalcDamageAmount for determining damage amounts based on the five rssistances.
Anyway, that's my thoughts.