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					Blow question
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		| RanXerox  Master
 
   
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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  Journeyman
 
  
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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  Master
 
   
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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=@HITTAG.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  Journeyman
 
  
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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=@HITTAG.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=@GetHitIF <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  Journeyman
 
  
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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  Master
 
   
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			| RE: Blow question 
 
				I think the problem is here: 
Code:
 LOCAL.BONUS.LUMBER = <EVAL (((<SRC.LUMBERJACKING>*2)/1000)/10)> //20.0LOCAL.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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