darksun84
Sir Spamalot
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RE: Armor, Parrying
If you need the osi formula , you can use the community script pack to implement it
Otherwise,yearso ago , they add this for elemental resistances ( i think that physical damage remained unchanged) :
- MODIFIED: RESCOLD, RESENERGY, RESFIRE, RESPOISON now can also be set on NPC
Remember that RES*=100 will give you a 100 percent immunity against the damage inflicted
by TAG.*DAMAGE.
- Added: COMBAT_SPECIALDAMAGE to INI CombatFlags (08). If set, TAG.*DAMAGE (below) will be
used.
- Added: COMBAT_USE_RESISTANCE to INI CombatFlags (010). If set, RES* on characters will
also be weighted against normal damage if the old fashioned damage flags are set.
- Added: TAG.COLDDAMAGE, TAG.ENERGYDAMAGE, TAG.FIREDAMAGE, TAG.POISONDAMAGE for characters
and items. The server will only evaluate the tags on characters, and if ComBatFlag
COMBAT_SPECIALDAMAGE is set. Then any damage done to others (if it's damage type contains
at least one of the physical types OR magic) will be increased by the value of the
appropriate tag, lowered by the RES* percentage of the victim.
Tags on items will not be evaluated by the server - their values can be used to for
example increase the TAGs or the RES* properties on characters on equip of the item.
This way you can use TAG.*DAMAGE on a weapon to increase the wearer's appropriate
damage tag, or on a piece of armor to increase his RES*, or to whatever you wan
Here instead there are some info about armour calculation : http://wiki.sphere.torfo.org/index.php/A...alculation
From my tests the physical damage is calculated in this way :
When the player scores an hit , a random part of the various armors is chosen, then the damage is calculated in this way : Random (Damage-AR+1,Damage)
If the result is negative or 0 no damage is applied.
For parrying i just know that increase the globar AR rating.
(This post was last modified: 04-12-2012 09:21 AM by darksun84.)
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04-12-2012 09:15 AM |
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