new to-hit code to test if you wish...
After reviewing code and what i wrote i thought id redo and clean up a bit and try to explain more.
Heres WHY i did the changes to original code. 1. Original code used factors such as str/dex/agi which is incorrect. the only thing that effects chance to hit are levels and weapon skills. 2. Orginal caps on to hit were way to high/low in relation to live 3. Was not weighting weapon skill enough in chance to hit imho. Basically in eqlive the following is true regarding to-hit values.. 1. Level is the single biggest factor in to-hit rolls. 2. Offense skill and Weapon skill are the only other factors figured. 3. Attack buffs do NOT change it, stats do NOT change it If the code below is terrible please let me know and perhaps i can give the forms outta here to someone that can code better. 2 known problems are 1. Weapon skill is checked off PRIMARY hand for BOTH weapons. i THINK this is a bug someplace before my code when it calls calls for weapon skill. 2. I am using educated guessing on the 35 min cap. I based my work off some of the following links... http://www.thesteelwarrior.org/forum...;threadid=3803 http://www.eqbeastlord.com/forums/viewtopic.php?t=10317 And more pages like that in general... Anyhow here is the code... Line 156 is starting number in attack.cpp Code:
//////////////////////////////////////////////////////// Any feedback is appreciated on this please :) |
changed a bunch of code/info if it helps anyone to read/understand it.
Opinions? Thought id mention that the above is only when attempting to hit NPC's i think not clients. If you were attempting to hit a client AGI would have some small effect. |
Hate to bump an old thread, but I would really like to see combat improved.
Is anyone still working on combat enhancements? As far as Armanthuz's work here... I like it... but if I remember my days on live correctly, I think a 35 min cap is too high. I seem to remember higher level mobs that seemed like I hit only 10-15% of the time. This code doesn't touch upon damage, but that's something else I would love to see improved, so that AC might finally mean something. Lastly, how important is it for the combat system to model live? I always thought it was a bad idea in EQLive for stats to have almost no impact on combat... and it seems like we could make a better system, if we don't try to mimic live. However, as this is an emulator... I can certainly understand wanting to maintain live compatability. EDIT: Ok I found an answer to my last question http://www.eqemulator.net/forums/viewtopic.php?t=12663 |
It's still good to bump old threads. i had missed this one in that time.
I'd test it when i have some time, though i'm not an experienced Eq Live player, so ... Anyway, as dcl said Quote:
i humblely suggest writting combat code with parameters, such as #define for the moment, so that it can easily be changed. Setting a AGI_MODIFIER to 0 once in header file is not much work then, and compilers are pretty good at optimising MOD1+MOD2+MOD3 constants, so no overhead ;) Except for readability, it does not cost to take in account all parameters in the code, even if in the end AGI, DEX, STR ... modifiers are set to 0, as in Live. 'd love to help, but still busy at other things. If you think it's not fair, just P... me off :lol: . T'was just an opinion. |
For those interested in dmg changes, im still messing with this but i posted this before... it needs alot of work yet sadly..
http://www.eqemulator.net/forums/vie...ghlight=#67979 I got equipment AC to work, but got stumped on how to add spell AC to the mix... Alot of the problem is mobs have no AC or atk ratings in DB, and even if they did this would be an extremely hard thing to guessimate at as you cant exactly parse mobs ac and atks :) Would be real handy from the aspect of individualizing mobs alot thou. I like to mess with the combat stuff alot, but unfortunately i can be a pro on how eq combat works, and be good at designing stuff but my coding still stinks :) |
Hmmm... I never thought of the fact that we wouldn't have mobs AC/ATK... I would guess that the easiest way to handle this would be to make it a formula
all level 1 mobs have X1 AC/ Y1 ATK all level 60 mobs have X60 AC/ Y60 ATK Something like that |
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