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Changing the damage calculation
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AmpereJoule
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Post: #5
RE: Changing the damage calculation
(09-12-2013 06:06 PM)Alaric Wrote:  Armor is a bastard and isn't percentage but just a value. I hate the HC calculation too Smile 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 Tongue). 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.

But there must be better way. I hope somebody knows it and tell us.


yeah, i hope someone tell me which line and .scp to change.

But I am using "notepad++" and looking for these you said \o\.

(09-12-2013 08:28 PM)darksun84 Wrote:  it was newdamage = rand(damage-AR ,damage) , if newdamage <=0 no dfamage at all Shock

I actually like the formula Shock


Is that the damage calculation?

I am looking for it right now!

darksun,


I searched "rand(" and it find lots of it, but none as "newdamage = rand(damage-AR ,damage)".

I also searched "newdamage" and it find nothing in my scripts.

Can you tell me where is it?

****EDIT****
Does it count "ARMOR" or "TAG.ResPhysical"? (i prefer ARMOR, and my sphere.ini don't have any events in "events to all players" or "events to all NPCs" (it means that there is not elemental damage, right?))
ANSWER: It does count "TAG.ResPhysical". (So, I put "//" after the "ARMOR=300" line in my script)
****END EDIT****
(This post was last modified: 09-12-2013 10:10 PM by AmpereJoule.)
09-12-2013 09:51 PM
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RE: Changing the damage calculation - AmpereJoule - 09-12-2013 09:51 PM

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