Rob Janes Posted February 1, 2011 Author Share Posted February 1, 2011 Something I needed in my modification of 1.3.1 was the ability to have spells 'scale' so that their damage (or healing) was proportional to the level of the player, rather than having various 'rankings' and having the player relearn the same spell at a new level.To accomodate this, it's as simple as modifying the 'vital' in the CastSpell sub (modCombat - Server Side)In modCombat, just after it determines the type of spell, you will see``` Vital = Spell(spellnum).Vital```To make it scale according to their level, you can use something like this```Vital = Spell(spellnum).VitalVital = Vital * Player(index).Level```That's a very basic version, as it will simply multiply the Damage Done * the Player of the level. Since you don't want it to be too over powered you may want to work out a better equation, such asVital = (Vital * 0.80) * (Player(index).Level * 1.13)) –-my current version.Good luck! Link to comment Share on other sites More sharing options...
leopoldobb Posted February 1, 2011 Share Posted February 1, 2011 Nice dude, you rocks :star: Link to comment Share on other sites More sharing options...
pigboss Posted February 1, 2011 Share Posted February 1, 2011 dude thnks man! Link to comment Share on other sites More sharing options...
mitlark Posted February 1, 2011 Share Posted February 1, 2011 That's a very good part to tweak in the game :D, mostly because I don't really know if the player attributes are really doing something to the spell damage (they aren't right?).Seeing that it is very simple, I will try also to introduce STR/INT/WILL influence percentage.Good shortie tut ;D,L'ark Mitsinikos Link to comment Share on other sites More sharing options...
pigboss Posted February 1, 2011 Share Posted February 1, 2011 and similarly, if you want your will or intelligence to affect your spell damage then useVital * GetPlayerStat(Index, Stats.Willpower):3 Link to comment Share on other sites More sharing options...
Rob Janes Posted February 1, 2011 Author Share Posted February 1, 2011 Glad I could help, if you have any other requests :) I'll do them. Link to comment Share on other sites More sharing options...
leopoldobb Posted February 1, 2011 Share Posted February 1, 2011 Samu, do you can create a tutorial about mouse click based movement? *-*For Origins. Please, thanks. Link to comment Share on other sites More sharing options...
pigboss Posted February 1, 2011 Share Posted February 1, 2011 I love you samu Link to comment Share on other sites More sharing options...
Guest Posted February 1, 2011 Share Posted February 1, 2011 do the stats actely do enything ? Link to comment Share on other sites More sharing options...
Kay-No Posted February 1, 2011 Share Posted February 1, 2011 When I did this I used the melee damage formula:```GetPlayerDamage = 0.085 * 5 * GetPlayerStat(index, Strength) * Item(weaponNum).Data2 + (GetPlayerLevel(index) / 5)```But replaced the str stat with int and the weapon damage with the spell damage:```GetPlayerDamage = 0.085 * 5 * GetPlayerStat(index, Intelligence) * Spell(spellnum).Vital + (GetPlayerLevel(index) / 5)```(I think it looked like this)By the way, when i made this and just edited the castspell sub, my HOT's and DOT's ticks didnt take affect. So i had to edit all of that too. Link to comment Share on other sites More sharing options...
Rob Janes Posted February 1, 2011 Author Share Posted February 1, 2011 My original post was soley for casting spells but the same theory can be applied to anything you want to 'scale' Link to comment Share on other sites More sharing options...
ayevdayev Posted February 1, 2011 Share Posted February 1, 2011 Thanks, this is a nice script (something that even a noob can easily add :)NOOB QUESTIONAlso, does this also have to be added to the client because I only added it to the server and i didn't test it out yet. Link to comment Share on other sites More sharing options...
Guest Posted February 1, 2011 Share Posted February 1, 2011 Very nice! This should really be the way EO handles such things. Ambardia had regular players on for 3 years and it was always a pain making new spells and items to accomodate the change in levels over time. Our highest level player at level 176 took him 3 years to get btw. Link to comment Share on other sites More sharing options...
Rob Janes Posted February 1, 2011 Author Share Posted February 1, 2011 It's stored Server-Side, as the Vital (Damage or Healing) is calculated server-side. Link to comment Share on other sites More sharing options...
Thor7 Posted February 1, 2011 Share Posted February 1, 2011 Nice and simple!Thanks Samu this can be applied and modded to most things :) Link to comment Share on other sites More sharing options...
ayevdayev Posted February 2, 2011 Share Posted February 2, 2011 I have a nice edit to this script.Vital = Vital + Player(index).Level + (GetPlayerStat(index, Stats.Intelligence) * 2)[Base Damage of Spell + Level of Character + (INT * 2) ] Link to comment Share on other sites More sharing options...
Jorgexander Posted February 11, 2011 Share Posted February 11, 2011 Hello, I'm new to VB6, and I have a question about this.So, I added the code below Vital = Spell(spellnum).Vital like in this tutorial, but it doesn't seem to work.If it helps, the equation I want is Vital + (GetPlayerStat(index, Stats.Intelligence) / 2) Link to comment Share on other sites More sharing options...
Drakiac Posted March 9, 2011 Share Posted March 9, 2011 Thank you so much for this! I'll be using something like it in my game.-Drakiac Link to comment Share on other sites More sharing options...
RyokuHasu Posted March 11, 2011 Share Posted March 11, 2011 Here is My personal Scaling equation =D``` Vital = (Vital * 0.6) * (Player(index).Level * 1.14) * Round((Stats.Intelligence + (Stats.Willpower / 2)))```Any one like it? =o Link to comment Share on other sites More sharing options...
Demon_Dax Posted April 24, 2011 Share Posted April 24, 2011 Thank you for this script. It is very helpful, and will make every spell useful. Link to comment Share on other sites More sharing options...
airdude2 Posted May 5, 2011 Share Posted May 5, 2011 i added it and it dint change anything. Link to comment Share on other sites More sharing options...
Ruins of Hell Posted May 6, 2011 Share Posted May 6, 2011 @airdude2:> i added it and it dint change anything.Did you compile your source code? (File > Make server.exe OR Make Eclipse Origins.exe, depending on whether you are using the server or the client.) Link to comment Share on other sites More sharing options...
Lavos Posted May 6, 2011 Share Posted May 6, 2011 Is there anyway to have the same effect for Damage over time? Link to comment Share on other sites More sharing options...
DshWinchester Posted May 6, 2011 Share Posted May 6, 2011 @Lavos:> Is there anyway to have the same effect for Damage over time?yeh,search for '.caster' then change the 'spell(.spell).vital' to this Link to comment Share on other sites More sharing options...
Lavos Posted May 6, 2011 Share Posted May 6, 2011 @DishWasher:> yeh,search for '.caster' then change the 'spell(.spell).vital' to thisUnder what sub? Link to comment Share on other sites More sharing options...
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