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Combat engine / Targetted Hit
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Extreme
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SphereCommunity

Post: #15
RE: Combat engine / Targetted Hit
(01-21-2015 11:18 AM)Coruja Wrote:  Extreme your custom @Hit / @GetHit wont be affected by these changes, if you're already using ARGN1 to set a custom damage, just add ARGN2 |= dam_fixed to skip sphere internal formulas
I know that. I was afraid of you change the arguments lol

(01-21-2015 11:18 AM)Coruja Wrote:  but honestly I'm taking a look only at the damage/resist part, not on the whole combat engine (hit chance, parry chance, swing speed, etc). If everything goes fine, we can progress with this Tongue

(01-21-2015 11:18 AM)Coruja Wrote:  PS: afaik, ARCHERYCANMOVE works a bit different than the name suggests, it wont allow you shoot while running, but will allow if you're just walking
Well, just a note for the guys: skill archery need the skillflag SKF_RANGED|SKF_FIGHT to sphere know that this skill cannot be fired while running/walking.
Basically, without these flags (ranged to be sure), sphere will alow anyone to fire arrows while running/walking, even if you use ARCHERYCANMOVE or now.

I was talking to Ben about the recover delay time, and its based on the weapon speed (or override tag) and we currently cannot change this via script.
It would be nice to have a new ARGNx in @HIT to control the recover delay.

Thanks

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01-21-2015 01:42 PM
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Messages In This Thread
Combat engine / Targetted Hit - Coruja - 01-19-2015, 11:39 AM
RE: Combat engine / Targetted Hit - Coruja - 01-20-2015, 03:27 AM
RE: Combat engine / Targetted Hit - Coruja - 01-20-2015, 08:37 AM
RE: Combat engine / Targetted Hit - Coruja - 01-20-2015, 11:58 AM
RE: Combat engine / Targetted Hit - Coruja - 01-21-2015, 11:18 AM
RE: Combat engine / Targetted Hit - Extreme - 01-21-2015 01:42 PM
RE: Combat engine / Targetted Hit - XuN - 03-21-2015, 06:00 PM

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