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fresh eyes on this please
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Joe Loop
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Post: #1
fresh eyes on this please
I have been looking at this for to long and can not fathom why my special dmg output still isent reduced by the "respoison"
If i add .x tag.poisondamage 100 to a weapon and test on a mob with "0" respoison and one with "50" respoison, both still get "100" extra damage, eventhou the one with "50" respoison should get 50% reduced extra damage....

(effect on weapons)

ON=@DAMAGE
local.weappoison = <EVAL <tag0.poisondamage>>
local.dampoisonres = <eval <src.respoison>/100>
local.dampoisontemp = <muldiv <local.weappoison>,<local.dampoisonres>,1>>
local.dampoisonFinal = <eval <local.weappoison> - <local.dampoisontemp>>
local.extradamage = <eval <local.dampoisonFinal>>
src.hits=<src.hits>-<eval <local.dampoisonFinal>>
src.say @000e6 <eval <local.dampoisonFinal>>
01-03-2013 06:00 AM
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Mordaunt
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Post: #2
RE: fresh eyes on this please
You are not over riding ARGN1 which is the hardcoded damage the item is taking...

Also src.hits = is affecting the person doing the damage to the item, not the item itself which is still default

[Image: 2nis46r.jpg]
(This post was last modified: 01-03-2013 08:35 AM by Mordaunt.)
01-03-2013 08:31 AM
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darksun84
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Post: #3
RE: fresh eyes on this please
there an other problem in this line

local.dampoisonres = <eval <src.respoison>/100>

for handling decimal values, you have to use fval or floatval, otherwise you'll always get 0 as result
and that's why you get always the maximum damage.

Also i bet you have to put fval or floatval in muldiv too
01-03-2013 10:01 PM
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Joe Loop
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Post: #4
RE: fresh eyes on this please
Ahh fval did work quite well for me, thx a lot ... now how do i override argn1

doing ARGN1 = <fval <myverycustomdmghere>+<thenormalargn1>> doesent really do anything
01-04-2013 06:12 AM
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Mordaunt
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Post: #5
RE: fresh eyes on this please
RETURN 1

at the end of your code

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01-04-2013 06:20 AM
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