The following warnings occurred:
Warning [2] Use of undefined constant SAPI_NAME - assumed 'SAPI_NAME' (this will throw an Error in a future version of PHP) - Line: 3388 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3388 errorHandler->error
/showthread.php 116 build_archive_link
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/inc/functions.php 3324 build_forum_breadcrumb
/showthread.php 195 build_forum_breadcrumb
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/showthread.php 195 build_forum_breadcrumb






Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Dam x RESPHYSICAL
Author Message
darksoulfe
Journeyman
*

Posts: 60
Likes Given: 0
Likes Received: 1 in 1 posts
Joined: Jun 2013
Reputation: 0



Post: #1
Dam x RESPHYSICAL
Good morning guys,
I need more help from you, I'm wondering if anyone here has something to cancel or even put a fixed damage on RESPHYSICAL because in my shard the resistors are sine used in it. The plate containing more RESPHYSICAL total value 70. I have a weapon where I want to put a damage of 30.38. If I raise the DAM when I hit a player without RESPHYSICAL he would have received the damage without resistance and did not want it. Follow the script of the weapon below.

PHP Code:
[ITEMDEF i_sword_viking_inferno]
DEFNAME=i_sword_viking_inferno
ID
=i_sword_viking
NAME
=Espada Viking do Inferno
SKILLMAKE
=BLACKSMITHING 95.0
RESOURCES
=20 i_ingot_iron
REQSTR
=110
WEIGHT
=4.0
CATEGORY
=Provisions Weapons
SUBSECTION
=Armas Tesouros
DESCRIPTION
=Viking Sword Inferno
DAM
=60,70

ON
=@Create
HITPOINTS
=999
COLOR
=025
ATTR
=attr_magic

ON
=@DAMAGE
SRC
.SOUND=SND_SPELL_MAGIC_UNTRAP
src
.fxt 036b00252
RETURN 
(This post was last modified: 07-01-2017 12:58 AM by darksoulfe.)
07-01-2017 12:57 AM
Find all posts by this user Like Post Quote this message in a reply
darksun84
Sir Spamalot
****

Posts: 1,687
Likes Given: 245
Likes Received: 162 in 151 posts
Joined: Mar 2012
Reputation: 35



Post: #2
RE: Dam x RESPHYSICAL
I don't understand, if you want to use a fixed damage for physical damage you can add this (in a event for both player and npcs) in the @gethit trigger

Code:
ON=@GetHit
if <argn2> & dam_physical
argn2 |= dam_fixed
endif
(This post was last modified: 07-01-2017 01:32 AM by darksun84.)
07-01-2017 01:32 AM
Find all posts by this user Like Post Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)