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İçerde : 1 misafir, 0 üye : ---
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if ( <src.Weapon> && <serv.CombatFlags>&00080 && (<argn2>&DAM_PHYSICAL || <argn2>&DAM_PIERCE || <argn2>&DAM_SLASH)) ) // COMBAT_OSIDAMAGEMOD
local.mod = 0
local.modtemp = 0
// Begin bonus section
if ( <src.weapon.type>==t_weapon_axe || <weapon.type>==t_weapon_sword )
local.modtemp = <src.lumberjacking>/50
if (<src.lumberjacking> > 100.0)
local.modtemp +=10
endif
endif
local.mod +=<local.modtemp>
local.modtemp=<src.tactics>/16
if (<src.tactics>> 100.0)
local.modtemp +=6
endif
local.mod +=<local.modtemp>
local.modtemp=<src.anatomy>/16
if (<src.anatomy>> 100.0)
local.modtemp +=5
endif
local.mod += <local.modtemp>
local.modtemp=<src.str>/3
if (<src.str> > 100 )
local.modtemp += 5
endif
local.mod += <local.modtemp>
local.dam += <local.dam> * (<local.mod>/100) // local.dam += <local.dam> * current bonus /100
// End bonus section
endif
[Function GetDam]
Return <Eval <Dam.Low>+<Armor>>,<Eval <Dam.High>+<Armor>>
[Function F_COMBAT]
Local.Dam = <Qval <Weapon> ? <eval {<Weapon.GetDam>}> : <Qval 1 ? <Qval <IsPlayer> ? <Eval {1 4}> : <Eval {<serv.chardef.<body>.dam>}>> : <Eval {<serv.chardef.<body>.dam>}>>>
Local.Tactics = <Eval <Tactics>/60>
Local.Anatomy = <Eval <Anatomy>/70>
local.morey <eval <weapon.morey>/50>
local.silah = <eval <<serv.skill.<weapon.skill>>>/45>
Local.Str = <Eval <Str>/10>
Local.Lumberjacking = <Qval <Weapon.Type>==t_weapon_axe ? <Eval (<Lumberjacking>/90) + <Qval 999 < <Lumberjacking> ? 3 : 0>> : 0>
Local.Bonus = <Eval <Local.Tactics> + <Local.Anatomy> + <local.morey> + <Local.Lumberjacking> + <local.silah> + <Local.Str> >
Return <MulDiv <Local.Dam>,<Local.Bonus>,100>
Wasabi-san :
Şuan hiçbir combat sistemi yok sphere'ın default şeyleri var. İstediğim şey ise Tactics anatomy gibi skiller ile alacağım damage bonusunu ben ayarlamak istiyorum ve bu anında Status barda gözükmeli tam olarak bunu istiyorum
ON=@HIT
REF1 = <UID> // VURAN
REF2 = <SRC> // HASAR ALAN
REF3 = <ARGO> // KULLANILAN SILAH
LOCAL._TACTICS = <eVAL (((<FEVAL <REF1.TACTICS>>) * 10) / 100)>
LOCAL._ANATOMY = <eVAL (((<FEVAL <REF1.ANATOMY>>) * 10) /100)>
LOCAL._WRESTLING = <eVAL (((<FEVAL <REF1.WRESTLING>>) * 10) /100)>
LOCAL._WSKILL = <eVAL (((<FEVAL <REF1.<SERV.SKILL.<STRSUB 0 6 <REF3.SKILL>>.NAME>>>) * 10) / 100)>
LOCAL._BONUS = <eVAL <dLOCAL._TACTICS> + <dLOCAL._ANATOMY> + <qVAL (<REF3.SKILL> == 0)?<dLOCAL._WRESTLING>:<dLOCAL._WSKILL>>>
ARGN1 +=<dLOCAL._BONUS>
if ( <src.Weapon> && <serv.CombatFlags>&00080 && (<argn2>&DAM_PHYSICAL || <argn2>&DAM_PIERCE || <argn2>&DAM_SLASH)) ) // COMBAT_OSIDAMAGEMOD
Wasabi-san :
wrestling'e +10 puan verdiğini düşünürsek 1-8 olması yeirne 11-14 olması lazım
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