I am trying to implement OSI, UO:R style Tactics, where it only influences the amount of extra damage based on skill level. If I understand correctly, in Sphere it also influences the chance to hit, as well as block (similar to the Parry skill), though perhaps only for the Default Sphere Combat setting?
Basically I want it to increase along with the use of weapon skills, which I assume it already does. I assume I must first uncomment the following lines in Sphere.ini:
Quote:// COMBAT_OSIDAMAGEMOD 00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)
Likewise, I assume I must set calculation of Damage Bonus (and Block and Hit Chance?) to UO:R in sphere.settings (in add-on). I think I also want to set all Combat Settings to UO:R, and definitely do not want to use Resistances, which will be accomplished by using the UO:R settings.
Quote:/// Which calculation of Damage Bonus should be used?
// 0 = Default. 1 = UO:R. 2 = AOS.
scp.Combat_DamageBonus=1
Next, I want to use UO:R style damage bonus, but do not want Anatomy or Lumberjacking to influence damage, so I assume I can simply delete the following line in sphere_combat_events (in add-on -combat):
Quote:///////////////////////////////////////////////////////////////
//////// DAMAGE BONUS
///////////////////////////////////////////////////////////////
[function f_combatsys_damagebonus_uor]
local.bonus.tactics = <eval (<tactics> / 10) + 50>
local.bonus.anatomy = <eval <anatomy> / 50>
local.bonus.str = <eval <str> / 5>
if <def.scp.Combat_UOR_LumberBonus>
if <weapon.type> == t_weapon_axe
local.bonus.lumber = <eval <lumberjacking> / 50>
if <lumberjacking> >= 100.0
local.bonus.lumber += 10
endif
else
local.bonus.lumber = 0
endif
endif
return <eval <local.bonus.tactics> + <local.bonus.anatomy> + <local.bonus.str> + <local.bonus.lumber>>
Am I missing anything? Also, is there anything hard-coded in Tactics, or elsewhere, that will interfere with this?