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  #56  
Old 09-07-2012, 10:24 AM
Cowboy6534
Sarnak
 
Join Date: Jul 2007
Posts: 59
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The code below this.
Code:
		//check if we're hitting above our max or below it.
		if((min_dmg+eleBane) != 0 && damage < (min_dmg+eleBane)) {
			mlog(COMBAT__DAMAGE, "Damage (%d) is below min (%d). Setting to min.", damage, (min_dmg+eleBane));
		    damage = (min_dmg+eleBane);
		}
		if((max_dmg+eleBane) != 0 && damage > (max_dmg+eleBane)) {
			mlog(COMBAT__DAMAGE, "Damage (%d) is above max (%d). Setting to max.", damage, (max_dmg+eleBane));
		    damage = (max_dmg+eleBane);
		}
Can be adjusted so that it falls into the fall /3.5

And actually this calculation can just be added into the end of the if statements in the switch case.
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