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OSI Weapon Speeds - Printable Version

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+--- Thread: OSI Weapon Speeds (/Thread-OSI-Weapon-Speeds)

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OSI Weapon Speeds - Extreme - 08-30-2014 02:59 PM

Hello!!!
Does anyone have the weapon scripts with SPEED's based on OSI speeds?

I mean... the bow's speed is 4.25s so I'm searching for bow's speed equal 43 and the same for other base weapons.
Axe is 3 seconds equals speed 30...

Hope someone already have done or I will have to do it later Sad


RE: OSI Weapon Speeds - darksun84 - 08-31-2014 05:47 AM

I don't have it, but maybe the weapon speed of the items in the community pack are the same of OSI.


RE: OSI Weapon Speeds - Extreme - 08-31-2014 06:04 AM

Ahh, I did it myself Tongue
Used uoguide.com as base and its ok.


RE: OSI Weapon Speeds - kn4tseb - 09-01-2014 04:54 AM

so you modify the speed one by one extreme? ;D

thats extreme ;O


RE: OSI Weapon Speeds - Extreme - 09-01-2014 06:13 AM

Yes, I did.


RE: OSI Weapon Speeds - evening - 01-03-2016 03:04 AM

Extreme

How do you do that


RE: OSI Weapon Speeds - anora - 01-03-2016 07:42 AM

http://uo.stratics.com/content/arms-armor/arms.php - weapon speeds

Formula

Code:
SPEEDSCALEFACTOR / ( ( DEX + 100 ) * SPEED )

Default SPEEDSCALEFACTOR (in sphere.ini) = 15000
SPEED = Weapon's SPEED value
DEX = Character's Dexterity

My katana's template

Code:
[ITEMDEF 013fe]
DEFNAME=i_katana
RESOURCES=8 i_ingot_iron
WEIGHT=8
TYPE=T_WEAPON_SWORD
FLIP=1
DAM=11,13
SPEED=30
SKILL=Swordsmanship
REQSTR=25
TWOHANDS=N
DUPELIST=013ff
SKILLMAKE=BLACKSMITHING 44.1
CATEGORY=Provisions - Weapons
SUBSECTION=Swords
DESCRIPTION=Katana

ON=@Create
    HITPOINTS={50 60}

SPEED value is the key point. I have 30. Let's use this in formula.

Code:
SPEEDSCALEFACTOR / ( ( DEX + 100 ) * SPEED )
15000 / ( (100 + 100) * 30 ) = 2,5 sec.


Now, I want to double my weapon speed.
Change your weapon's speed value to = 60

Code:
...
FLIP=1
DAM=11,13
SPEED=60
SKILL=Swordsmanship
REQSTR=25
...

Code:
SPEEDSCALEFACTOR / ( ( DEX + 100 ) * SPEED )
15000 / ( (100 + 100) * 60 ) = 1,25 sec.

I hope that's the right way but I'm not sure Tongue Btw sorry for my grammar.


RE: OSI Weapon Speeds - Coruja - 01-04-2016 02:18 AM

the swing speed formula is not always the same for everyone, it can change based on your CombatSpeedEra and SpeedScaleFactor settings on sphere.ini

here you can check all sphere internal formulas: https://github.com/Sphereserver/Source/blob/master/src/graysvr/CResourceCalc.cpp#L25


RE: OSI Weapon Speeds - Mad Gunther - 01-20-2016 07:07 AM

(01-04-2016 02:18 AM)Coruja Wrote:  the swing speed formula is not always the same for everyone, it can change based on your CombatSpeedEra and SpeedScaleFactor settings on sphere.ini

here you can check all sphere internal formulas: https://github.com/Sphereserver/Source/blob/master/src/graysvr/CResourceCalc.cpp#L25

Hello coruja, is based on sphere 55i the sphere custom combat system from 0.56c?

one example... from Ccharfight.cpp

Code:
    if (!iStatBonus)
                iStatBonus = static_cast<STAT_TYPE>(STAT_STR);
            if (!iStatBonusPercent)
                iStatBonusPercent = 10;
            iDmgBonus = Stat_GetAdjusted(iStatBonus) * iStatBonusPercent / 100;

            iDmgMin += iDmgBonus;
            iDmgMax += iDmgBonus;
        }
        iDmgMin += iDmgMin * iDmgBonus / 100;
        iDmgMax += iDmgMax * iDmgBonus / 100;
    }

    if ( bNoRandom )
        return( bGetMax ? iDmgMax : iDmgMin );
    else
        return( Calc_GetRandVal2(iDmgMin, iDmgMax) );
}

i´m working right now trying to replicate the 51a system from source into 0.56c, in 51a there were to types of stat bonus, the first one with melee weapons were based on STR (just like the one posted before) and another one based on DEX when you used archery.

If you can tell me something about what versions of sphere it is based this "sphere custom combat system" and show me the internal formulas would be very encouraging for my project as i can compare the two system in scripts instead of ingame running oldies versions. I want to do that because i find the 51a source a little bit extrange like a lacking of some minor code being lost but atleast looks legit.

Thank you and all the rest of the devs for the great work taking back older system and thinking in everyone. I´m running 0.56c version with t2a installation and 1.26.4 client and looks like i´m playing an overdope tus 0.48e... and that´s friggin cool have to say.

Thanks in advance, any info would be very helpful! greetings.


RE: OSI Weapon Speeds - XuN - 01-20-2016 08:11 PM

You can add CombatBonusStat and CombatBonusPercent to weapons and/or characters:

Code:
[TYPEDEF t_weapon_xbow]
ON=@Equip
SRC.CombatBonusStat=2       // 0 = STR, 1 = INT, 2 = DEX
SRC.CombatBonusPercent=10 // Percent of the stat applied to the damage bonus, ie: You have 88 int and 10% of CombatBonusPercent, then +9 damage will be applied ( real dam should be 8.8, but decimal values get rounded up, so this becomes 9 in this case ).

ON=@UnEquip
SRC.CombatBonusStat
SRC.CombatBonusPercent

You can make staffs get bonus from int, daggers/bows from dex or whatever.
This effect is only applied to damage done by physical hits (Not to Magic spells).