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Absorbed Damage
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EOSCPM
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Post: #1
Absorbed Damage
Hi,

How can i control absorbed damage ?

When a player hit to another player this attack really dealt damage ?.

i used @Hit trigger but it just giving me amount of damage. May another player absorb all damage but i can' learn.

Thank you.
04-21-2015 03:29 PM
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Extreme
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SphereCommunity

Post: #2
RE: Absorbed Damage
Try @GetHit Big Grin

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04-21-2015 03:49 PM
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EOSCPM
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Post: #3
RE: Absorbed Damage
I know, but i have an event and i need the get value when i hit, not when i hitted.
(This post was last modified: 04-21-2015 03:53 PM by EOSCPM.)
04-21-2015 03:53 PM
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Coruja
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Dimension Shard

Post: #4
RE: Absorbed Damage
damage always have 2 parts: damage before resist (@Hit) and damage after resist (@GetHit)

so the damage before resist is handled by @Hit, which does all damage calculations

and then the attacker will hit the target with this damage value (already calculated) and now @GetHit is called to apply resist calculations
04-22-2015 10:28 AM
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Extreme
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SphereCommunity

Post: #5
RE: Absorbed Damage
Basicaly is:
@Hit - Calculate the raw damage to apply on enemy.
@GetHit - Receive the raw damage of @Hit and calculate the damage to absorb.

Example:
Code:
ON=@HIT
ARGN1 <R<WEAPON.DAM>>
ON=@GETHIT
ARGN1 -= <EVAL (<ARGN1>*<AC>)/100>

STEPS BEFORE CREATE A THREAD
- Check the revisions log;
- Use the search button and use the keywords of your problem;
- Check the WIKI;
- Create a thread.
04-22-2015 10:31 PM
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UltimaAku
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Post: #6
RE: Absorbed Damage
I don't quite know what your after. Are you after a weapon that sometimes guarantees 0 damage?

[EVENTS e_nodmg]

ON=@HIT
VAR.RAND=<EVAL {1 100}>
IF (<VAR.RAND><=20) //20% chance of happening
SYSMESSAGE Your attack just bounced off
RETURN 1
ELSE
RETURN 0
ENDIF

then add this to a weapon

ON=@EQUIP
SRC.EVENTS=+e_nodmg

ON=@UNEQUIP
SRC.EVENTS=-e_nodmg

If you want to control the damage dealt (e.g. make it do half damage against players and full damage on npcs) then try this:

[EVENTS e_pvpdrop]

ON=@HIT
IF (<SRC.BRAIN>=0) //It's a human
ARGN1=(<ARGN1>/2) //Reduces the damage dealt by half against players
ELSE
RETURN 0 //everything else receives full damage
ENDIF

then apply that to an @equip

ON=@EQUIP
SRC.EVENTS=+e_pvpdrop

ON=@UNEQUIP
SRC.EVENTS=-e_pvpdrop

Personally, I don't see a point on making this player-related. Armour and resistances does it for you already. It's a neat idea if you was making "bane" weapons that deal extra damage against certain mobs (e.g. orc bane doubles damage against orcs).
(This post was last modified: 04-27-2015 04:07 AM by UltimaAku.)
04-27-2015 03:56 AM
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