Bug: min/max_dmg
Testing on Kerafyrm in ST.
Set his min dmg to 500, his max dmg to 2048, the change took in MySql: Quote:
Why isn't he: 1. hitting for min dmg 2. hitting for anything close to max dmg? What am I doing wrong? |
I can confirm this is a bug, or according to image a "Formula problem", I might take a look tonight if i can stay awake.
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One small addition
Added a ton of spells, as you can see, and the only thing he ever casts is dragon charm (which of course does nothing since charm doesn't work yet. )
:( |
Theres a difference between a bug (something that doesn't work at all) and when its a formula issue (The formula isn't made to exactely portray the min/max dmg) it will be fixed when someone gets to it.
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If theres a 2k diffference in what its supposed to be and what it is, thats a bug, if it was a few points, that be forumla =p
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Yoda ive obviousely not made it clear to you, the formula is not setup to use min_dmg and max_dmg as you see it, but as someone else saw it. It is NOT a bug.
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Thx
Thanks Image, for noting it.. Looking at the code, it looks like it SHOULD be factoring it in.
Quote:
It looks like it should be working.. what's missing. |
Hmm...maybe the database is listing it as mindmg and maxdmg, but the code is looking for min_dmg and max_dmg to factor it in?
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Its converted when its brought from the db to become min_dmg and max_dmg
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Bugs and Formula Problems
(preformatted)
Code:
-e4rl |
annd...
This appears to be partially fixed, IE mobs hit harder.
But the same thing happens. Set sleeper to hit for 1920's and he doesn't. |
yeah im bored atm - bored enough to visit this board and answer this question
First: Min and Max damage values will never be the 'final' damage. Depending on your AC it will be reduced up to umm 70% ? not sure anymore. Second: there is a bug i think if you add/edit this two lines it would work fine, but of course I didn't test it for (int ix = 0;ix != atks;ix++){ if(min_dmg != 0 && max_dmg != 0 && min_dmg <= max_dmg) { if (max_dmg == min_dmg) currenthit= min_dmg; else currenthit = min_dmg + (float)rand()/RAND_MAX*(max_dmg-min_dmg); basedamage = min_dmg + (max_dmg-min_dmg)/2; } else currenthit = (float)basedamage-basedamage/100*25 + (float)rand()/RAND_MAX *$ damage = currenthit - (float)basedamage/100*basedefend; |
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