do we have AOS elements?
like fire,cold, energry, ect for npcs and armor and stuff??
elements
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Sort of, yep:
and
and
and
Code: Select all
[color=orange]3/11/2006 - grimson[/color]
Added in first versions of fire, cold, energy and poison resistance, it's currently used
in cMagic::MagicDamage() and cMagic::PoisonDamage(). You can set the resistance for npcs
using a new DFN tag:
DAMAGERESIST=# # # # Where the first number is fire, the second cold, the third energy
and the last number poison resistance.
The resistance for a damage type will rise everytime you get hit by this damage type, but the
higher your resistance already is the slower it will rise.Code: Select all
[color=orange]3/11/2006 - grimson [/color]
Added new ini setting:
USECHARRESISTANCE=# If this is set to 0 the chars resistance won't increase by itself.
Slowed the increase of resistance quite a bit down.Code: Select all
[color=orange]3/12/2006 - grimson[/color]
Removed DamageTypes enum and added POISON to WeatherTypes.
Renamed DamageResist functions into ElementResist and moved them to cBaseobject.cpp.
Renamed DFN tag DAMAGERESIST to ELEMENTRESIST and use it also for items.
Added DFN tag POISONDAMAGE to items so that they can also do poison damage on attacks.
Added functions calcElementDef(), getElementDef() and checkElementDef() to combat.cpp
to calculate the resistance against elements similiar to the def value of armor.
Changed AdjustRaceDamage() to also take into account the elemental resistance of the target.
Use calcElementDef() in MagicDamage() similiar to calcDef() in calcDamage() to take the
elemental resistance into account.Grimson wrote:You can now give items and npcs elemental resistance against fire, cold, energy and poison. They are used the same way armor is used. Additionally chars can gain a basic resistance against those elements of up to 5%, when USECHARRESISTANCE is set to 1 in the ini.
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