I've changed already the NPC-Attack dmgformula with for NPCs on CVS. But i'll look into the one you wrote and try to merge good or replace better parts with your work, Thanks anyway for your work
Here is the Dmg-formula which is used atm on CVS:
[code][...]
int damage = 0;
int8 otherlevel = other->GetLevel();
if (otherlevel == 0)
otherlevel = 1;
int8 mylevel = this->GetLevel();
if (mylevel == 0)
mylevel = 1;
float dmgbonusmod = 0;
int8 atks = 1;
float clmod = (float)GetClassLevelFactor()/22;
float basedamage = mylevel*3.1f*clmod;
dmgbonusmod += (float)(this->itembonuses->STR + this->spellbonuses->STR)/3;
dmgbonusmod += (float)(this->spellbonuses->ATK + this->itembonuses->ATK)/5;
basedamage += (float)basedamage/100*dmgbonusmod;
float basedefend = (float) 1.118f * sqrt(other->GetAC());
if (mylevel > 54 && CanThisClassDoubleAttack()) {
float DoubleAttackProbability = (250 + mylevel) / 500.0f; // 62.4 max
float random = (float)rand()/RAND_MAX;
if(random < DoubleAttackProbability)
atks *= 2;
}
if (GetEquipment(7) && GetEquipment(8) && GetEquipment(7) && CanThisClassDuelWield ())
atks *= 2;
if (this->ownerid != 0) {
if ((float)rand()/RAND_MAX < 0.2) {
printf("Trying to cast\n");
printf("Trying to cast0\n");
if (this->typeofpet == 1) {
printf("Trying to cast1\n");
this->SpellFinished(893, this->target->GetID(), 10, 0);
}
if (this->typeofpet == 2) {
printf("Trying to cast2\n");
this->SpellFinished(1021, this->target->GetID(), 10, 0);
}
if (this->typeofpet == 3) {
printf("Trying to cast3\n");
this->SpellFinished(1021, this->target->GetID(), 10, 0);
}
if (this->typeofpet == 4) {
printf("Trying to cast4\n");
this->SpellFinished(1021, this->target->GetID(), 10, 0);
}
}
}
/* else if (rand()%100 < 10) {
int16 SpellId = FindSpell(this->class_, this->level, SE_CurrentHP, 1);
if (SpellId != 0) {
this->CastSpell(SpellId,target->GetID());
}
}*/
float currenthit;
/*cout << "Basedamage: " << basedamage<< endl;
cout << "BaseDefend: " << basedefend << endl;
cout << "Bonus: " << (int16)dmgbonusmod << endl;
cout << "mod: " << clmod << endl;*/
for (int ix = 0;ix != atks;ix++){
if(min_dmg != 0 && max_dmg != 0 && min_dmg <= max_dmg)
{
cout << "Damage amount is a database value" << endl;
if (max_dmg == min_dmg)
damage = min_dmg;
else
currenthit = min_dmg + (float)rand()/RAND_MAX*(max_dmg-min_dmg);
}
else
currenthit = (float)basedamage-basedamage/100*25 + (float)rand()/RAND_MAX * basedamage/100*50;
damage = currenthit - (float)basedamage/100*basedefend;
// chance to hit
float chancetohit = 0;
if (mylevel-other->GetLevel() >= 0) {
// 83% (+30) baschance, if target if lower then me
chancetohit = 68;
}
else {
//