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Changing the damage calculation
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AmpereJoule ![]() Journeyman ![]() Posts: 59 Likes Given: 7 Likes Received: 0 in 0 posts Joined: Dec 2012 Reputation: 0 |
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| 09-12-2013 09:51 PM |
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Changing the damage calculation - AmpereJoule - 09-12-2013, 12:19 PM
RE: Changing the damage calculation - Alaric - 09-12-2013, 06:06 PM
RE: Changing the damage calculation - AmpereJoule - 09-12-2013 09:51 PM
RE: Changing the damage calculation - darksun84 - 09-12-2013, 08:28 PM
RE: Changing the damage calculation - Alaric - 09-12-2013, 09:39 PM
RE: Changing the damage calculation - darksun84 - 09-12-2013, 10:47 PM
RE: Changing the damage calculation - Alaric - 09-12-2013, 10:52 PM
RE: Changing the damage calculation - AmpereJoule - 09-12-2013, 11:06 PM
RE: Changing the damage calculation - Extreme - 09-13-2013, 02:37 AM
RE: Changing the damage calculation - RanXerox - 09-13-2013, 02:53 AM
RE: Changing the damage calculation - Extreme - 09-13-2013, 02:58 AM
RE: Changing the damage calculation - AmpereJoule - 09-13-2013, 05:46 AM
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I guess you'll have to rescript it in player and npc triggers(gethit, hit..)? But I'm not sure, it's pretty complicated that way. Actually the calculation already works as you say... received damage = rand<damage dealt - enemies armor> (told me darksun once
). But the magic damage should go through the triggers again and then you must block the damage, calculate the one you want(reduced by armor) and damage the enemy with that.



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