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Question about OSI-Style Tactics
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Archaaz
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Post: #1
Question about OSI-Style Tactics
I am trying to implement OSI, UO:R style Tactics, where it only influences the amount of extra damage based on skill level. If I understand correctly, in Sphere it also influences the chance to hit, as well as block (similar to the Parry skill), though perhaps only for the Default Sphere Combat setting?

Basically I want it to increase along with the use of weapon skills, which I assume it already does. I assume I must first uncomment the following lines in Sphere.ini:

Quote:// COMBAT_OSIDAMAGEMOD 00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)

Likewise, I assume I must set calculation of Damage Bonus (and Block and Hit Chance?) to UO:R in sphere.settings (in add-on). I think I also want to set all Combat Settings to UO:R, and definitely do not want to use Resistances, which will be accomplished by using the UO:R settings.

Quote:/// Which calculation of Damage Bonus should be used?
// 0 = Default. 1 = UO:R. 2 = AOS.
scp.Combat_DamageBonus=1

Next, I want to use UO:R style damage bonus, but do not want Anatomy or Lumberjacking to influence damage, so I assume I can simply delete the following line in sphere_combat_events (in add-on -combat):

Quote:///////////////////////////////////////////////////////////////
//////// DAMAGE BONUS
///////////////////////////////////////////////////////////////
[function f_combatsys_damagebonus_uor]
local.bonus.tactics = <eval (<tactics> / 10) + 50>
local.bonus.anatomy = <eval <anatomy> / 50>
local.bonus.str = <eval <str> / 5>
if <def.scp.Combat_UOR_LumberBonus>
if <weapon.type> == t_weapon_axe
local.bonus.lumber = <eval <lumberjacking> / 50>
if <lumberjacking> >= 100.0
local.bonus.lumber += 10
endif
else
local.bonus.lumber = 0
endif
endif

return <eval <local.bonus.tactics> + <local.bonus.anatomy> + <local.bonus.str> + <local.bonus.lumber>>

Am I missing anything? Also, is there anything hard-coded in Tactics, or elsewhere, that will interfere with this?
(This post was last modified: 09-21-2013 06:32 PM by Archaaz.)
09-21-2013 06:30 PM
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darksun84
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Post: #2
RE: Question about OSI-Style Tactics
I don't think you should use both COMBAT_OSI_DAMAGEMOD and that function, unless you want a double tactics damage bonus Tongue .
09-21-2013 11:05 PM
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Archaaz
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Post: #3
RE: Question about OSI-Style Tactics
Haha...okay thanks. So, if I leave that bit commented, it will function?
09-21-2013 11:23 PM
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darksun84
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Post: #4
RE: Question about OSI-Style Tactics
i think it will work
09-21-2013 11:26 PM
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Archaaz
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Post: #5
RE: Question about OSI-Style Tactics
That is good enough for me...thanks!
09-21-2013 11:38 PM
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Coruja
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Post: #6
RE: Question about OSI-Style Tactics
maybe you got confused because the wrong name on function f_combatsys_damagebonus_uor, this formula is AOS (not UO:R)

COMBAT_OSIDAMAGEMOD uses this same AOS formula too, but it's hardcoded and you cant make custom changes. Thats why there's the same formula to be used on script side, on script you can customize it as you need. Since it's the same formula, if you use both you will get double damage
09-24-2013 12:56 PM
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Archaaz
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Post: #7
RE: Question about OSI-Style Tactics
(09-24-2013 12:56 PM)Coruja Wrote:  maybe you got confused because the wrong name on function f_combatsys_damagebonus_uor, this formula is AOS (not UO:R)

COMBAT_OSIDAMAGEMOD uses this same AOS formula too, but it's hardcoded and you cant make custom changes. Thats why there's the same formula to be used on script side, on script you can customize it as you need. Since it's the same formula, if you use both you will get double damage

I think I got confused because I do not know what the heck I am doing, a fact to which I think Dark can attest...Smile. Pretty new to all of this.

Sop the UOR setting and AOS setting in sphere_combat_functions are basically the same? Thanks for the explanation, though. Let me see if I understand this, if you do not mind indulging me.

Rather than using the combat setting in Sphere.ini (as you and darksun say it follows the AOS version and is hard-coded, and would do double damage if used with the custom combat script), I can use the Combat System Settings in sphere_settings in the add-on Combat folder:

Quote:///////////////////////////////////////////////////////////////
//////// Combat System Settings
///////////////////////////////////////////////////////////////
// Formulas or main system used in here. It will vary from expansion to expansion.
// 0 = Default: Use Sphere's default system.
// 1 = Custom: Use different settings from different expansions
// 2 = Ultima Online: Renaissance
// 3 = Ultima Online: Age of Shadows
scp.Combat_FormulasUsed=1

// Which calculation of Damage Bonus should be used?
// 0 = Default. 1 = UO:R. 2 = AOS.
scp.Combat_DamageBonus=1

And then remove the parts I do not want from sphere_combat_events, as listed in my original post, to remove the lumberjacking and anatomy bonus, and likewise add other custom elements I may wish, such as additional damage bonuses from other skills, events, functions, etc.
09-24-2013 06:35 PM
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