Critical Spell casting Rule
we allready have Rule for Client and NPC critical melee - why not spell casting?
I recomend we add it we will need CriticalSpellChance for NPC, general Client, and separatetly for Wizards I guess |
Much indeed
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Here's the spell crit code:
zone/effects.cpp, around line 95 in Client::GetActSpellDamage() Code:
if(tt != ST_Self) { Code:
if(tt != ST_Self) { |
you are the coder AndMetal :D
You are our only hope :cool: |
Cool hope this gets implented
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I think it was already implemented in rev127 of the SVN.
http://code.google.com/p/projecteqemu/updates/list |
well some of us stil waiting for OFFICIAL release posted at download section =)
its been a while but anyway I thank Addmetal for puting in the code on such short notice =) |
ok i have looked at changelog and have few questions.
AndMetal: New rules for tweaking spell crits: Spells:BaseCritChance(0), Spells:BaseCritRatio(0), Spells:WizCritLevel(12), Spells:WizCritChance(7), Spells:WizCritRatio(15) What the difirence bewten Ratio and Chance? also dose Base only applies only to client (players) or NPCs too? |
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Ratio: % of additional damage (100% = 2x damage) Quote:
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the reason I asked is cuase there is a melee critical for mobs in Rules which works rather nicely |
I think the big question here is, do mobs crit spells on Live? I don't remember them critting, but it may have changed. If not, I'm sure this would do well as custom code.
Looking into the code, GetActSpellDamage is a virtual function already defined in zone/mob.h in the Mob class, and just returns the damage passed to it, unmodified, by default. That means we just need to add the function for NPCs somewhere (probably also in zone/effects.cpp & declared in zone/npc.h). |
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with spell it was even greater mistery. For a very long time you did not even know how much you been nuked for (you would simply see a message like - "you are bathed in fire" and no dmg was specified), and considering that critical doubles dmg done (unlike other games like say WoW where critical automaticly outputs Max dmg posible and then doubles it) - its prety much imposible to check unless due to chance you get nuked for some ungoodly ammount of damage Personaly I don't realy concern with it. I am simply coming from bases that if Mobs Melee Critical was put it - I don't see a reason not to put in mob spell critical :cool: |
Did this ever make it into the CVS? I was trying to look through it and figure out why it's not working on my server. Doesn't appear to be there but I have the rules for it in my DB.
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OK I didn't look very well, it is in the source actually. It doesn't work on my server at all though.
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You need to be downloading the newer versions of the emu code from the new SVN here:
http://code.google.com/p/projecteqemu/ |
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