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Durability && Weapon Damage && Actual Damage
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Vandarthul
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Post: #1
Durability && Weapon Damage && Actual Damage
Hello there,

As you may guess I'm a newcomer here, I've searched about my problem but couldn't find any usable information that I look for. So here is my question(s):
  1. How sphere calculates the durability? I mean how it deducts the hitpoints of a weapon, is there any formula for this(and if it is, am i able to tweak it)?
  2. How sphere relates the durability with the damage that weapon gives? I mean how it reduces the weapon damage according to durability of the weapon?
  3. What is the difference between default combat calculation and OSI calculation(except the bonuses, I still sense a difference)?
  4. How do i find the damage that I actually gave to a player? I was able to find weapon damage but it doesn't reflect the exact damage given to player(I even calculated with OSI parameters by using uostratics' calculator but it's still not the same)
  5. What is the relationship between the given damage and the target's armor? I mean how armor reduces the damage taken(formulawise if possible)
  6. I'm trying to show the durability of the weapon I used script below it works fine but there are a lot of 0(decimals) like if the weapon's durability percentage is 100% it shows %100.000000. How can I roundup the decimals? Or should I use a different formula?
    Code:
    On=@Click
    Message <floatval (<Hits>/<MaxHits>)*100>%
    If I want to do this in all armors and weapons in the game, should I override the all types(for example on previous code I override the TYPEDEF t_weapon_sword) or is there another way that you may recommend me to do?
  7. Last question, where does items get(about to fall apart) or (badly damaged) suffixes? Am i able to tweak it?


I know it's a long list, but I would appreciate if you could answer it. And I think some of those questions might be useful for other people too, thanks in advance!
10-21-2013 08:15 PM
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