Search found 57 matches
- Sun Dec 22, 2013 4:25 pm
- Forum: Contributing
- Topic: Modified modifier.h
- Replies: 8
- Views: 4666
Re: Modified modifier.h
still a duplicate modifier problem here, the modifiers MOD_ENMITY_REDUCTION_PHYSICAL (PLD creed gear) and MOD_ADDITIONAL_EFFECT (sirocco kuk, status bolts, etc.) are both assigned to ID 427 and MOD_PERFECT_COUNTER_ATT (MNK tantra gear) and MOD_ENSPELL_DMG_BONUS (enhancing sword) are both assigned to...
- Sun Dec 22, 2013 2:19 pm
- Forum: Contributing
- Topic: continuing to wail on poor dead mobs
- Replies: 1
- Views: 1829
continuing to wail on poor dead mobs
was looking at link's changes to the ai_char_normal and I saw something (that was there already) that didn't look right ///////////////////////////////////////////////////////////////////////// // Start of the attack loop. ///////////////////////////////////////////////////////////////////////// for...
- Thu Dec 19, 2013 8:25 pm
- Forum: Committed
- Topic: Adding Modifications To Armor
- Replies: 11
- Views: 13150
Re: Adding Modifications To Armor
didn't i already do most of those in 4226? the enhancing sword, sirocco kukri and bolts you did do but 4237 broke them also btw the modifiers MOD_ENMITY_REDUCTION_PHYSICAL is already assigned to 427 (which you gave to MOD_ADDITIONAL_EFFECT) and MOD_PERFECT_COUNTER_ATT is already assigned to 428 (yo...
- Wed Dec 18, 2013 11:18 am
- Forum: Contributing
- Topic: Additional Effect via Scripting
- Replies: 18
- Views: 9841
Re: Additional Effect via Scripting
I found a couple more things, these issues were already in the magic.lua before the addeffect changes: the addBonuses and the addBonusesAbility functions both apply the dmgTaken and magicDmgTaken modifiers of the target to the damage. however the finalMagicAdjustments (and now also the finalMagicNon...
- Tue Dec 17, 2013 9:23 pm
- Forum: Contributing
- Topic: Additional Effect via Scripting
- Replies: 18
- Views: 9841
Re: Additional Effect via Scripting
well I'll be damned... fuckin se man...
ok you can leave that bit out then
edit: here's the patch without that part
edit2:beat me to it!
ok you can leave that bit out then
edit: here's the patch without that part
edit2:beat me to it!
- Tue Dec 17, 2013 9:08 pm
- Forum: Contributing
- Topic: Additional Effect via Scripting
- Replies: 18
- Views: 9841
Re: Additional Effect via Scripting
I also changed the type casting where the day/weather bonus are being added to prevent unfair penalties due to truncation (i.e. 38+10% = 41 but 38-10%=34) "unfair truncation" is usually how it works on retail yes, the bonuses are still being truncated before being added to the damage, I just change...
- Tue Dec 17, 2013 7:31 pm
- Forum: Contributing
- Topic: Additional Effect via Scripting
- Replies: 18
- Views: 9841
Re: Additional Effect via Scripting
I approve thoroughly I fixed a arithmetic mistake you made in HandleEnspell() where the incorrect element # was being passed to the calc function for enlight/dark and tier2 elementals I also changed the type casting where the day/weather bonus are being added to prevent unfair penalties due to trunc...
- Tue Dec 17, 2013 11:12 am
- Forum: Contributing
- Topic: Additional Effect via Scripting
- Replies: 18
- Views: 9841
Re: Additional Effect via Scripting
looking good lotus, did you decide to leave enspell dmg calculation in core or is it just temporary?
- Thu Dec 12, 2013 9:51 pm
- Forum: Contributing
- Topic: Additional Effect via Scripting
- Replies: 18
- Views: 9841
Re: Additional Effect via Scripting
wouldn't keeping the additional effects in the core reduce server side load?
I'm not opposed to scripting them I just don't completely understand the motivation
I'm not opposed to scripting them I just don't completely understand the motivation
- Wed Dec 11, 2013 5:05 pm
- Forum: Contributing
- Topic: Enhancing Sword Latent Effects and Enspell day/weather bonus
- Replies: 22
- Views: 10619
Re: Enhancing Sword Latent Effects and Enspell day/weather b
from wiki page on resists: Resisting magic damage causes the target to take 1/2, 1/4, 1/8 of normal damage. If "p" is the percentage of non resisted spells (for example, if 41% of the spells are not resisted, p=0.41), then the distribution of resists might be : 1/2 : p*(1-p), 1/4: p*(1-p)^2, 1/8:(1-...