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Combat System
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amonvangrell 
Banned
Posts: 337
Likes Given: 17
Likes Received: 32 in 20 posts
Joined: Aug 2012
britannia shard
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RE: Combat System
I don't know if this might help:
Code:
[FUNCTION f_calc_damage] // argn1 = armor, argn2 = damage
local.scale = <feval <floatval ((0.0018 * <argn1> @ 2) - (0.683 * <argn1>)) + 60.455>>
local.perc = <feval <floatval (<argn2> / 60) * 100>>
local.dmg = <floatval <dlocal.scale> + (<dlocal.scale> * ((<dlocal.perc> - 100)/100))>
return <feval <local.dmg>>
[FUNCTION f_damage_armor]
local.c = <R0,100>
if <local.c> < 7
ref1 = <findlayer.layer_collar>
elseif <local.c> < 14
ref1 = <findlayer.layer_gloves>
elseif <local.c> < 28
ref1 = <findlayer.layer_arms>
elseif <local.c> < 43
ref1 = <findlayer.layer_helm>
elseif <local.c> < 65
ref1 = <findlayer.layer_legs>
else
ref1 = <findlayer.layer_chest>
endif
if <ref1.uid>
ref1.damage <argn1> <argn2> <argn3>
endif
[ITEMDEF i_memory_berserk]
Name = berserk memory
Type = t_eq_script
On=@Create
attr = attr_move_never|attr_invis
On=@Timer
cont.clearctags berserk
remove
return 1
I had this here in my script folder, from TDR project a shard that somehow I got the backup... I think is related to combat behavior.
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01-14-2015 07:56 AM |
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