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poison spell/combat - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: General Help (/Forum-General-Help) +--- Thread: poison spell/combat (/Thread-poison-spell-combat) Pages: 1 2 |
poison spell/combat - richm - 03-28-2017 06:55 AM Does anyone else have a problem with poison spell and general melee combat? I am using latest nightly, latest sphere_spells.scp, latest sphere_defs.scp, latest skills file. If I cast poison on someone, regardless of my skill, or their resistance etc, nothing happens. The bar turns green but no damage whatsoever. I therefore added the spellflag_dam to the poison spell, and now they suffer initial damage (which correlates with the EFFECT setting), but after this initial damage & bar turning green, nothing else happens?? Usually they feel deathly/extremely/very ill etc until cured or it has worn off. Also with melee combats, despite being GM swords/tactics/anat, etc, and the victim being 0 parrying, I miss way too much. Is there a setting somewhere that controls this? to be tweaked? Thanks for any help. RE: poison spell/combat - Van Glan Bloom - 03-28-2017 07:38 AM n my old Sphere server 56c on have the same problem. I have solved the problema with actualize the server for version 56d RE: poison spell/combat - richm - 03-28-2017 07:30 PM Thanks Van Glan Bloom, but I am running the latest nightly and the latest relevant scripts from what I can tell... so I dont know what the problem might be. Suspect the melee is maybe .ini settings but was just after guidance. The poison thing, clueless. Rich RE: poison spell/combat - richm - 03-29-2017 06:38 AM I;ve been trying to have a play around with the combat. It seems to make no difference if player has e_combat_system event or not. I saw somewhere about setting ACTDIFF=positive number on the skill. When I do this (ACTDIFF=100) players start hitting succesfully virtually all the time. However, if player skill is less than 30.0 they do the swing action but there is no hit/miss sound etc. If I set the skills 30.0+ they start hitting again. Weps/armor also damages really easy, so I've set the following lines in a player event. ON=@HIT LOCAL.ITEMDAMAGECHANCE 0 ON=@GETHIT LOCAL.ITEMDAMAGECHANCE 0 I has made no difference? Not sure where I am going wrong with this at the moment... RE: poison spell/combat - richm - 03-29-2017 09:52 PM SRC.POISON 1 also as the same effect. RE: poison spell/combat - Rostok - 03-29-2017 10:17 PM maybe you cast on some GM account ? RE: poison spell/combat - darksun84 - 03-29-2017 10:24 PM Don't use e_combat_system, it's just for "showing" how the combat works internally. In the sphere.ini there is this setting // Hit Chance formula to use on physical combat // 0 = Sphere custom // Not compatible with Hit Chance Increase property // 1 = pre-AOS // Not compatible with Hit Chance Increase property // 2 = AOS CombatHitChanceEra=1 I suggest to use CombatHitChanceEra = 1 It uses the following formula: //Attacker Skill is the weapon skill (or wrestling) used by the attacker //Defender is the weapon that the defender is wielding or wrestling if no weapon. HitChance = ((AttackerSKill + 500 )* 100) /(DefenderSkill+500 * 2) RE: poison spell/combat - richm - 03-29-2017 10:32 PM Thanks for your responses Darksun84 and Rostok. I already have that setting, along with CombatDamageEra=1 set in the .ini. The account of the poisoner and the poisonee are definitely player accounts. RE: poison spell/combat - richm - 03-30-2017 06:50 AM hi darksun84. Is there a way to simply modify the hitchance foruma you described? or am I looking at rescripting the hitchance using ACTDIFF? Also with ACTDIFF, do you know if ACTDIFF=1000 has more of a chance of hitting than ACTDIFF=1 ?? Or is it just any positive number = hit and negative numbers = miss? Thanks again RE: poison spell/combat - darksun84 - 03-30-2017 08:21 PM The formula is taken from the source, https://github.com/Sphereserver/Source/blob/c328f4272ece18d53adaab6d4a6fb984be4a0ad9/src/graysvr/CResourceCalc.cpp#L122, check case 1 In case of combat and if understand it well, actdiff is the threshold number that is compared to a "random roll" made by Sphere after/in the @Start trigger. If the random roll (from to 0 to 999) is more or equal than actdiff, then the action is succesfull (pay attention that while you can change the actdiff value by script, you don't have access to the random roll value made by Sphere). So in the @Start trigger: actdiff= 0 always success actdiff >= 1000 always fail. In the @HitTry trigger the result is already calculated and Sphere already know if the hit will be a miss or a success. If it's a fail, the actdiff value will be negative. If it's a success the actdiff value will remain positive. Example: We set actdiff in @Start with a value of 10 (very easy) In the @HitTry we log the actdiff and we see that actdiff is -10, that means we actually miss the target. Summary: Increasing the actdiff value in the @Start trigger of a skill will actually make the action more difficult. Increasing the actdiff value in the @HitTry trigger does nothing (unless you change it to a positive number from a negative number) Anyway you can make your own formula in @HitTry for overriding the results, also in the @HitMiss trigger if you change the actdiff value to a positive number it will still trigger a succesfull hit! |