Joost Posted April 23, 2012 Share Posted April 23, 2012 ```If GetPlayerClass(index) = *Insert the number of the class here* Then Vital = *add your own little formula here*```Add that below the other code. You can also use a select case like you mentioned, this would look like```Select Case Getplayerclass(index)Case 0Vital = Vital + somethingCase 1Vital = Vital + something elseEnd select``` Link to comment Share on other sites More sharing options...
or3o Posted June 1, 2012 Share Posted June 1, 2012 also with healing over time spells the first tick it heals whatever your new vital is but after that it just heals whatever the vital set for the spell is right? Link to comment Share on other sites More sharing options...
Synergy Posted June 14, 2012 Share Posted June 14, 2012 Sorry if this is a necropost or anything, but how would I go about decreasing the effect of the spell scaling?That is, so increasing the vital from 0 to 1 doesn't have such a massive effect on the spell's damage?I'm afraid my maths skills are horrible, and as Ryoku suggested, I don't want to fiddle too much. :p Link to comment Share on other sites More sharing options...
Murdoc Posted August 17, 2012 Share Posted August 17, 2012 with d0t or h0t only the first tick uses the spell scaling equation, after which the regular vital is used.. is there any piece of code i can add to make sure each additional tick in a d0t/h0t also uses spell scaling?also, im with Synergy.. whats the best way to lower the outcome of the scaling? right now it seems that spells are way too powerful at a lower level, at least for what i want Link to comment Share on other sites More sharing options...
Dawntide Posted August 26, 2012 Share Posted August 26, 2012 You can lower the vital by changing the formula.Instead of```Vital = Round((Vital * 0.6)) * Round((Player(index).Level * 1.14)) * Round((Stats.Intelligence + (Stats.Willpower / 2)))```You can use```Vital = Vital + Round((GetPlayerStat(index, Stats.Willpower) * 1.6))```for example, it scales just fine. Link to comment Share on other sites More sharing options...
DMF Posted February 16, 2013 Share Posted February 16, 2013 i do like this but its really over powered… xD so ill need to decrease the numbers but all in all might be useful! ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) thanks ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Link to comment Share on other sites More sharing options...
boyesjs03 Posted February 16, 2013 Share Posted February 16, 2013 Nice, simple for us with a mathmatical mind and tidy as hell :-) Well done xD Link to comment Share on other sites More sharing options...
Smasher Yoshi Posted February 16, 2013 Share Posted February 16, 2013 Very simple, but still, very useful. The values are a bit too high for me, nothing that I couldn't change. Thanks! Link to comment Share on other sites More sharing options...
DMF Posted February 16, 2013 Share Posted February 16, 2013 yup values are too high needed a huge cut bk but still very useful. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Link to comment Share on other sites More sharing options...
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