Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Damage Scaling for Projectiles! (Bows and Such)


chamster
 Share

Recommended Posts

I notice that when i make a bow, and set it's Damage to 10( or W/E value) it can only attack that much every time it hits a target. so i went through the codes and fixed it so that the damage depends on how much Agility u have! I'm not sure if it has any bug or anything, but i haven't seen any…

**Pre-requirement: Projectile System.**

ALL SERVER-SIDE:
In ModGameLogic in Public Sub HandleProjecTile, scroll down and look for

>! PlayerAttackNpc Index, i, TempPlayer(Index).ProjecTile(PlayerProjectile).Damage
and change it to:

>! PlayerAttackNpc Index, i, TempPlayer(Index).ProjecTile(PlayerProjectile).Damage * Round((Player(Index).Level * 1.14)) + Round((GetPlayerStat(Index, Stats.Agility) * 0.6))
Compile it and your done!!!!! If you find any bug please report it!

Self-Modify:

>! You can change to amount of damage by changing the numbers (1.14 and 0.6), or u can change the stats that boosts it's Damage (Agility).

THANKS TO:

>! Thanks to Ryoku Hasu for creating:[EO] Complex Spell Scaling Equation (SERVER ONLY),
http://www.touchofdeathforums.com/smf/index.php/topic,69880.msg751696.html#msg751696, because of the spell scaling it help me create this damage scaling.
AND:
Captain Wabbit for the projectile system..
>! Srry if i missed anybody.
Link to comment
Share on other sites

  • 2 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...