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					Blow question
				 
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		RanXerox   
		
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RE: Blow question 
			 
			
				It's not exactly what you were looking for, but it's close... 
 
21-05-2008, Nazghul 
- Added: Combat flags to Sphere.ini to allow stacking armor and aimed hits. Example of usage 
  is in scripts/AddOns. 
  Aimed hits are controlled by tags on the "hitter": TAG.HITPREFERENCE holds the targetted 
  zone: 1=head, 2=neck/throat, 3=back, 4=chest, 5=arms, 6=hands, 7=legs, 8=feet (if the value 
  is out of this range it will be changed by %9; "0" means: no preference set); 
  TAG.HITPREFERENCE_CHANCE (0..1000) is the chance to really hit the desired area; 
  TAG.HITPREFERENCE.BONUS is the percent the damage is raised when hit where desired, 
  TAG.HITPREFERENCE.PENALTY is the percent the damage is lowered if the area was missed. 
  The last two values are defaulting to "30". 
  The system is perhaps useful to script a system where a player can look for weak armored 
  bodyparts of his opponent and try to hit him there; could be essential if armor stacking 
  is used.
			 
			
			
			
				
(This post was last modified: 10-26-2012 05:47 AM by RanXerox.)
 
				
			 
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	| 10-26-2012 05:46 AM | 
	
		
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		daedelus   
		
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RE: Blow question 
			 
			
				 (10-26-2012 05:46 AM)RanXerox Wrote:  It's not exactly what you were looking for, but it's close... 
 
21-05-2008, Nazghul 
- Added: Combat flags to Sphere.ini to allow stacking armor and aimed hits. Example of usage 
  is in scripts/AddOns. 
  Aimed hits are controlled by tags on the "hitter": TAG.HITPREFERENCE holds the targetted 
  zone: 1=head, 2=neck/throat, 3=back, 4=chest, 5=arms, 6=hands, 7=legs, 8=feet (if the value 
  is out of this range it will be changed by %9; "0" means: no preference set); 
  TAG.HITPREFERENCE_CHANCE (0..1000) is the chance to really hit the desired area; 
  TAG.HITPREFERENCE.BONUS is the percent the damage is raised when hit where desired, 
  TAG.HITPREFERENCE.PENALTY is the percent the damage is lowered if the area was missed. 
  The last two values are defaulting to "30". 
  The system is perhaps useful to script a system where a player can look for weak armored 
  bodyparts of his opponent and try to hit him there; could be essential if armor stacking 
  is used. 
  greeaaattt i need this because i need find where blow hit. i mean the part of body hit.
 
Thanks
			  
			
			
			
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	| 10-26-2012 06:03 AM | 
	
		
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		Rizz   
		
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RE: Blow question 
			 
			
				If you wanna know where the characaters hit, you need to rewrite the combat hitting using that TAG. 
Code: 
 ON=@HIT 
TAG.HITPREFERENCE_CHANCE=1000 
DORAND 8 
TAG.HITPREFERENCE=1 
TAG.HITPREFERENCE=2 
TAG.HITPREFERENCE=3 
TAG.HITPREFERENCE=4 
TAG.HITPREFERENCE=5 
TAG.HITPREFERENCE=6 
TAG.HITPREFERENCE=7 
TAG.HITPREFERENCE=8 
ENDDO
  
In that way you always know what you hitted.
			  
			
			
			
				
(This post was last modified: 10-26-2012 11:28 PM by Rizz.)
 
				
			 
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	| 10-26-2012 11:28 PM | 
	
		
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		daedelus   
		
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RE: Blow question 
			 
			
				 (10-26-2012 11:28 PM)Rizz Wrote:  If you wanna know where the characaters hit, you need to rewrite the combat hitting using that TAG. 
 
Code: 
 ON=@HIT 
TAG.HITPREFERENCE_CHANCE=1000 
DORAND 8 
TAG.HITPREFERENCE=1 
TAG.HITPREFERENCE=2 
TAG.HITPREFERENCE=3 
TAG.HITPREFERENCE=4 
TAG.HITPREFERENCE=5 
TAG.HITPREFERENCE=6 
TAG.HITPREFERENCE=7 
TAG.HITPREFERENCE=8 
ENDDO
  
 
In that way you always know what you hitted. 
TAG.HITPREFERENCE_CHANCE=1000 it's a normal chance?, i mean like hardcored?
 
This check is valid?
 
Code: 
 ON=@GetHit 
            IF <ISWEAPON> 
     IF (<TAG.HITPREFERENCE> ==1)  
     ARGN1 -= <EVAL ((<ARGN1>)-(<FLOAT.ABSORVE.DAMAGE.AR.HELM>))> 
     
     IF (<TAG.HITPREFERENCE> == 2)  
     ARGN1 -= <EVAL ((<ARGN1>)-(<FLOAT.ABSORVE.DAMAGE.AR.NECK>))> 
     
     IF (<TAG.HITPREFERENCE> == 3)  
     ARGN1 -= <EVAL ((<ARGN1>)-(<FLOAT.ABSORVE.DAMAGE.AR.BACK>))> 
     
     IF (<TAG.HITPREFERENCE> == 4)  
     ARGN1 -= <EVAL ((<ARGN1>)-(<FLOAT.ABSORVE.DAMAGE.AR.CHEST>))> 
     
     IF (<TAG.HITPREFERENCE> == 5)  
     ARGN1 -= <EVAL ((<ARGN1>)-(<FLOAT.ABSORVE.DAMAGE.AR.ARMS>))> 
     
     IF (<TAG.HITPREFERENCE> == 6)  
     ARGN1 -= <EVAL ((<ARGN1>)-(<FLOAT.ABSORVE.DAMAGE.AR.HANDS>))> 
     
     IF (<TAG.HITPREFERENCE> == 7)  
     ARGN1 -= <EVAL ((<ARGN1>)-(<FLOAT.ABSORVE.DAMAGE.AR.LEGS>))> 
     
     IF (<TAG.HITPREFERENCE> == 8)  
     ARGN1 -= <EVAL ((<ARGN1>)-(<FLOAT.ABSORVE.DAMAGE.AR.FEET>))> 
        ENDIF 
      ENDIF 
     ENDIF 
    ENDIF 
   ENDIF 
  ENDIF 
 ENDIF 
ENDIF
  
and another question, How can i make a random of parrying skill?. greater skill greater chance of success. (more skill more chances to block blow)
 
Thanks
			  
			
			
			
				
(This post was last modified: 10-27-2012 04:31 AM by daedelus.)
 
				
			 
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	| 10-26-2012 11:38 PM | 
	
		
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		daedelus   
		
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RE: Blow question 
			 
			
				Thanks Rizz!. Another question the argn1 is 0 all time    I dont find the error...
 
Code: 
 [EVENTS E_SIS] 
///////////////////////////////////////////////////////////////////////////////////////////// 
//////////////////////////////////////BONUS////////////////////////////////////////////////// 
///////////////////////////////////////////////////////////////////////////////////////////// 
LOCAL.BONUS.LUMBER = <EVAL (((<SRC.LUMBERJACKING>*2)/1000)/10)> //20.0 
LOCAL.BONUS.TACT = <EVAL (((<SRC.TACTICS>*3)/1000)/10)> //30.0 
LOCAL.BONUS.ANAT = <EVAL (((<SRC.ANATOMY>*4)/1000)/10)> //40.0 
 
ON=@HIT 
    TAG.HITPREFERENCE_CHANCE=1000 
    DORAND 8 
    TAG.HITPREFERENCE=1 
    TAG.HITPREFERENCE=2 
    TAG.HITPREFERENCE=3 
    TAG.HITPREFERENCE=4 
    TAG.HITPREFERENCE=5 
    TAG.HITPREFERENCE=6 
    TAG.HITPREFERENCE=7 
    TAG.HITPREFERENCE=8 
    ENDDO 
 
    IF <SRC.FINDLAYER.LAYER_HAND1.ISWEAPON> || <SRC.FINDLAYER.LAYER_HAND2.ISWEAPON> 
     ARGN1 = <EVAL (<ARGN1> * (<LOCAL.BONUS.LUMBER> + <LOCAL.BONUS.TACT> + <LOCAL.BONUS.ANAT>))> 
say <argn1> 
    ENDIF
  
			 
			
			
			
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	| 10-27-2012 11:22 AM | 
	
		
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		Rizz   
		
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RE: Blow question 
			 
			
				I think the problem is here: 
Code: 
 LOCAL.BONUS.LUMBER = <EVAL (((<SRC.LUMBERJACKING>*2)/1000)/10)> //20.0 
LOCAL.BONUS.TACT = <EVAL (((<SRC.TACTICS>*3)/1000)/10)> //30.0 
LOCAL.BONUS.ANAT = <EVAL (((<SRC.ANATOMY>*4)/1000)/10)> //40.0
  
LOCAL.BONUS.LUMBER = <EVAL (((<SRC.LUMBERJACKING>*2)/1000)/10)>
 
LOCAL.BONUS.LUMBER = (((1000*2)/1000)/10) = 0.2 = 0
 
These local are 0 bcuz you use eval instead of floatval, so every float local going to be 0.
			  
			
			
			
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	| 10-27-2012 08:14 PM | 
	
		
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