Graveen wrote:This forum is not a trashcan. Do i enter your home in yelling 'THERE IS A PROBLEM ?' ?
@@ -1754,6 +1754,8 @@
{
ad.Target.Mana += ad.Damage / 5;
}
+
+ ad = AlbionPoleand2HandedDamageCalculator.UpdateDamage(ad);
//Return the result
return ad;
int percent = 100 - (100 / 50 * base_type); //e.g. 100/50 = 2% = skill 1 -> 1 * base_type = % skill
int new_dmg = ad.Damage - (ad.Damage * percent / 100);
int new_crit = ad.CriticalDamage - (ad.CriticalDamage * percent / 100);
tolakram wrote:I understand the goal, but ...
If you have 50 spec in two handed and 1 is slash and are using a two handed sword.
Style damage will be full strength. it uses the 50 spec in the style line to determine damage.
Swing damage, without any styles, will be identical to slash damage, as if you were holding a slash weapon. it uses slash spec to determine damage.
The patch appears to be modifying all damage regardless of where it comes from.
- Code: Select all
@@ -1754,6 +1754,8 @@
{
ad.Target.Mana += ad.Damage / 5;
}
+
+ ad = AlbionPoleand2HandedDamageCalculator.UpdateDamage(ad);
//Return the result
return ad;
This type of modification might work if the modification is restricted to hitunstyled, but I'm personally uncomfortable with polluting GameLiving with a GamePlayer check. Yea, I know, MakeAttack is huge!
return ad;
Graveen wrote:This forum is not a trashcan. Do i enter your home in yelling 'THERE IS A PROBLEM ?' ?
Graveen wrote:This forum is not a trashcan. Do i enter your home in yelling 'THERE IS A PROBLEM ?' ?
if ((weapon.Item_Type==6) || (weapon.Item_Type==7))//albion polearm and two-handed weapons
{
if (weapon.Type_Damage == 1)//Crush damage means it is based off Crush spec
weapon.Item_Type=2;
else
if (weapon.Type_Damage == 2)//Slash damage means it is based off Slash spec
weapon.Item_Type=3;
else
if (weapon.Type_Damage == 3)//Thrust damage means it is based off Thrust spec
weapon.Item_Type=4;
}
I think you are going at this at an odd approuch. To clarify the way dual specing works for this is When say a Armsmen Specs Polearm and uses a slash polearm his slash spec is considered. NOW! The Main spec determines damage! the slash determines variance. 50 Polearm will allow you to deal (not real numbers) 300-500 with a specific style. By specing Slash because you are using a slash weapon it lowers the variance to 425-500. So you deal more damage over all because your bottom variance level is increased.Kazo wrote:I am not sure how all the damage is calculated and stuff, but i am sure when you do some sort of calculation for the unstyleddamage you are comparing the type of weapon the player is holding with their spec level of that weapon. Cant you just put something before that check that gets the onehanded verion of a pole or albion twohander? like this
- Code: Select all
if ((weapon.Item_Type==6) || (weapon.Item_Type==7))//albion polearm and two-handed weapons
{
if (weapon.Type_Damage == 1)//Crush damage means it is based off Crush spec
weapon.Item_Type=2;
else
if (weapon.Type_Damage == 2)//Slash damage means it is based off Slash spec
weapon.Item_Type=3;
else
if (weapon.Type_Damage == 3)//Thrust damage means it is based off Thrust spec
weapon.Item_Type=4;
}
Sand wrote:I don't think it is an odd approach.
The STYLE damage is determined by main spec for sure.
The Varience number is determined by the base line spec for sure.
I think base damage is also based on your base spec, certainly if you don't style.
So the approach is solid, just where it is located is the issue, it may just need to be put in the part where the variance is determined.
Here are a couple grab bags on it:
http://www.camelotherald.com/news/news_ ... oryid=3160
http://www.camelotherald.com/news/news_ ... oryid=3105
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