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Combat engine / Targetted Hit
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darksun84
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Post: #11
RE: Combat engine / Targetted Hit
For me is ok the new combat engine Big Grin
01-20-2015 08:52 PM
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Extreme
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Post: #12
RE: Combat engine / Targetted Hit
My combat damage calculation is based in @Hit and @GetHit, split for NPCS and Players.

If you don't touch the ARGN's behavior, its fine.

I would like to have control of the DELAY between @HIT-@HITTRY (ps: its not @HitTry-@Hit, which is controlled by ARGN1 (Swing Speed) in @HitTry).
And have SPEED (weapons) -> RW, because I can't set it dinamically. And even I set TAG.OVERRIDE.SPEED on the weapon the DELAY above is not changed, because its based on the SPEED of the weapon and not the override tag.

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01-21-2015 04:01 AM
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Extreme
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Post: #13
RE: Combat engine / Targetted Hit
Another thing that need be fixed quickly is the ARCHERYCANMOVE. It's broken, its always allowed. :/

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01-21-2015 06:39 AM
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Coruja
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Post: #14
RE: Combat engine / Targetted Hit
Extreme your custom @Hit / @GetHit wont be affected by these changes, if you're already using ARGN1 to set a custom damage, just add ARGN2 |= dam_fixed to skip sphere internal formulas

but honestly I'm taking a look only at the damage/resist part, not on the whole combat engine (hit chance, parry chance, swing speed, etc). If everything goes fine, we can progress with this Tongue

PS: afaik, ARCHERYCANMOVE works a bit different than the name suggests, it wont allow you shoot while running, but will allow if you're just walking
01-21-2015 11:18 AM
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Extreme
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Post: #15
RE: Combat engine / Targetted Hit
(01-21-2015 11:18 AM)Coruja Wrote:  Extreme your custom @Hit / @GetHit wont be affected by these changes, if you're already using ARGN1 to set a custom damage, just add ARGN2 |= dam_fixed to skip sphere internal formulas
I know that. I was afraid of you change the arguments lol

(01-21-2015 11:18 AM)Coruja Wrote:  but honestly I'm taking a look only at the damage/resist part, not on the whole combat engine (hit chance, parry chance, swing speed, etc). If everything goes fine, we can progress with this Tongue

(01-21-2015 11:18 AM)Coruja Wrote:  PS: afaik, ARCHERYCANMOVE works a bit different than the name suggests, it wont allow you shoot while running, but will allow if you're just walking
Well, just a note for the guys: skill archery need the skillflag SKF_RANGED|SKF_FIGHT to sphere know that this skill cannot be fired while running/walking.
Basically, without these flags (ranged to be sure), sphere will alow anyone to fire arrows while running/walking, even if you use ARCHERYCANMOVE or now.

I was talking to Ben about the recover delay time, and its based on the weapon speed (or override tag) and we currently cannot change this via script.
It would be nice to have a new ARGNx in @HIT to control the recover delay.

Thanks

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01-21-2015 01:42 PM
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Shamino
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Post: #16
RE: Combat engine / Targetted Hit
Coruja is possible to add option/newflag for weapons use ARCHERY skill get bonus DAM with DEX and not STR?

With COMBAT_ELEMENTAL_ENGINE and COMBAT_OSIDAMAGEMOD activaded both.

And the DAM value on status is change with STR is modified, but if type .set anatomy 0, status DAM value will not refresh, i need unequip weapon and reequip.

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(This post was last modified: 03-21-2015 08:00 AM by Shamino.)
03-21-2015 07:58 AM
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Extreme
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Post: #17
Re: RE: Combat engine / Targetted Hit
(03-21-2015 07:58 AM)Shamino Wrote:  Coruja is possible to add option/newflag for weapons use ARCHERY skill get bonus DAM with DEX and not STR?

With COMBAT_ELEMENTAL_ENGINE and COMBAT_OSIDAMAGEMOD activaded both.

And the DAM value on status is change with STR is modified, but if type .set anatomy 0, status DAM value will not refresh, i need unequip weapon and reequip.

Hey buddy, check the svn log.. Xun added an option for that. You just need to set the properties on the weapons and it would be fine Smile

Ah and for the status thing, we can try control the sent packets via outpacketx on .ini
I didn't try before, but it is in my checklist(:rolleyesSmile

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03-21-2015 12:28 PM
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XuN
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Post: #18
RE: Combat engine / Targetted Hit
I'm adding the automatic update when changing skills and changing the dam property on equiped items.

Coruja: I guess you are planning to update magic resistance too to new behaviour, when so just uncomment SKILL_MAGICRESISTANCE from Skill_SetBase() so it updates automatically too the values on the status window Smile

Edit: a simple .update was enough to change values, no need of packets there Smile
(This post was last modified: 03-21-2015 06:01 PM by XuN.)
03-21-2015 06:00 PM
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Lazarus
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Post: #19
RE: Combat engine / Targetted Hit
I see that we get fixed the damage system (rev 2225 was a mess with damages from 30 to 40 only with hands)

Now I have to ask something:

There's a way to change only the lumberjacking bonus without touch the default system? I want to add it for ALL weapons (not only axes Tongue)

Can you update the sphere_combat.scp to see all the changes? Smile

Thanks!
Amazing work guys. I love you.


PS: BTW! Yes! Take out the targetted system. Smile is not a problem and is useless

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(This post was last modified: 03-27-2015 03:20 AM by Lazarus.)
03-27-2015 02:55 AM
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