March 28, 2024, 08:13:30 pm
Username:

Password:

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cubik2k

Pages: [1] 2 3
1
Toxic Caves / Re: RESET the server
« on: April 24, 2015, 08:58:29 pm »
Alright, I think it's enough.

Yes - 61.5%
Nope - 36.3%
Dunno - 2.2%

Thanks for participating.

There isn't 2/3 majority vote, we can't make wipe. Please vote for wipe with more effort.

2
General Game Discussion / Re: Damage Formula?
« on: May 05, 2014, 07:22:09 pm »
A part of combat.fos:
   // ammo modifiers:
   //DMMod - damage multiplier
   //DDMod - damage divider
   //DRMod - armor damage resistance (DR) modifier
   //Ammo_DTDiv - armor damage treshold (DT) modifier (as AP ammo)

Code: [Select]
int dmgType = attack.DmgType;
   
    int targetDR = target.GetDR(dmgType, attack.AimHead);
    int targetDT = target.GetDT(dmgType, attack.AimHead);

    int partialBypassChance = GetPartialBypassChance(target, attack.AimHead);
    int partialBypassedRounds = 0;
    int armorDR = target.GetArmorDR(dmgType, attack.AimHead);
    int armorDT = target.GetArmorDT(dmgType, attack.AimHead);

    int partialBypassDR = targetDR - armorDR + (armorDR / 4);
    int partialBypassDT = targetDT - armorDT + (armorDT / 4);

    if(FLAG(eff, HF_BYPASS_ARMOR) && dmgType != DAMAGE_EMP)
    {
        targetDT /= 4;
        targetDR /= 4;
        targetDR -= (valid(attacker) ? (attacker.Trait[TRAIT_FINESSE] != 0 ? 30 : 0) : 0);
    }
    else if(weaponPerk == WEAPON_PERK_PENETRATE)
        targetDT /= 5;
    else if(COMBAT_AMMO_AP(attack.Ammo))
        targetDT /= attack.Ammo.Ammo_DTDiv;
else if(isThrust)
targetDT /= 2;



    if(validAttacker && attacker.Trait[TRAIT_FINESSE] != 0)
    {
        targetDR += 30;
        partialBypassDR += 30;
    }
    targetDR += attack.DRMod;   // Always
    partialBypassDR += attack.DRMod;




    partialBypassDR = MIN(partialBypassDR, targetDR);
    targetDR = CLAMP(targetDR, 0, 100);
    partialBypassDR = CLAMP(partialBypassDR, 0, 100);
    partialBypassDT = MIN(partialBypassDT, targetDT);



    int dmgMin = attack.DmgMin + attack.BonusDmg + attack.DmgMin * attack.SelectWeaponBonus(BONUS_WEAPON_MIN_DMG)/100;
    ;
    int dmgMax = attack.DmgMax + attack.BonusDmg + attack.DmgMax * attack.SelectWeaponBonus(BONUS_WEAPON_MAX_DMG)/100;
    ;
    int rawDmg;
    int totalDmg = 0;
    //dmgMul *= attack.DMMod;
    int dmgDiv = 2 * attack.DDMod;



    for(uint i = 0; i < rounds; i++)
    {
rawDmg = Random(dmgMin, dmgMax);
        _dmgMul[i] *= attack.DMMod;
rawDmg *= _dmgMul[i];

        rawDmg /= dmgDiv;
        if(!FLAG(eff, HF_BYPASS_ARMOR) && partialBypassChance > 0 && Random(1, 100) <= partialBypassChance)
        {
            rawDmg -= partialBypassDT;
            rawDmg -= (rawDmg * partialBypassDR) / 100;
            partialBypassedRounds++;
        }
        else
        {
            rawDmg -= targetDT;
            rawDmg -= (rawDmg * targetDR) / 100;
        }
        if(rawDmg > 0)
            totalDmg += rawDmg;
    }

3
News and Announcements / Re: Changelog 13/04/2014
« on: April 13, 2014, 07:42:18 pm »
Perk knockback works similiar to knockout, it rejects the player at a distance, and knocks on the ground, but as knockdown, not knockout (for longer time)

4
News and Announcements / Re: Changelog 13/04/2014
« on: April 13, 2014, 03:22:10 pm »
Well what type of sound used when you fire using those ammo?

The same, as with normal ammo.

5
News and Announcements / Re: Changelog 13/04/2014
« on: April 13, 2014, 02:50:51 pm »
Quote
- Added Gecko's Breath shotgun shells

this is interesting. radioactive shells?

thanks for the update!

This is fire ammo, for shotguns. It is like real Dragon's Breath shotgun shells. http://en.wikipedia.org/wiki/Dragon's_breath
Fire ammo is against armors fire DT/DR stats.
Unfortunately, the shot does not have the effect of fire, due to the lack of appropriate animation.

6
News and Announcements / Re: Changelog 30/03/2014
« on: April 09, 2014, 05:25:13 pm »
Gunrunner quest is still non-repeatable.

V15 rewards are not worth of the challenge (which is IMO considerable).

On the positive note, I must say that I am very happy with hotkeys for binding items.

Guys, we need more dungeons. And the existing ones, Talchem and Mariposa, are freaking empty.


This -> "- Fix: Gunrunners quest with mutants is now repeatable"

Short way to make this quest:

Spoiler: show
1. Talk to Marshall
2. Go to mutants outpost and take box
3. Return to Marshall and give him box, READ carefully what does he say.
4. Go to shopkeeper and take award.
5. Wait 6-9 real hours for next round.

7
Game Help / Re: Current Critical Table
« on: April 04, 2014, 04:13:28 pm »
here is new from changelog 9.2.2014 - http://newfmc.pl/reloaded/new_fonline_reloaded_critical_table_men.html

edit : i reworked this new crit table to be easier to read.. i hope its correct..

Nice job Seki :)

8
News and Announcements / Re: Changelog 30/03/2014
« on: March 30, 2014, 06:26:44 pm »
Quote
Yeah, yeah, knockback kinda ruins melee, so why there were neverending complaints about not working knockback weapon perk in the first place?
What does it mean? mega power fist with perk knockback is very bad, or is very good ?

Mega power fist with perk knockback was very bad.

9
News and Announcements / Re: Changelog 30/03/2014
« on: March 30, 2014, 04:09:45 pm »
So then we can find NCR Ranger Armor with (Helmet and Shades) or (Helmet or Shades) or just Shades?

NCR Ranger Armor with Helmet or NCR Ranger Armor with Shades

10
General Game Discussion / Re: New Special Enounter
« on: March 20, 2014, 09:09:44 pm »
Not at all, higher lvl and/or outdoorsman skill is needed for find most special encounters. But it doesn't increase the chance. Chance for special is constant. Chance for general encounter depends on movement speed. If you have high outdoorsman, yu moving faster, so chance for spot encounter during traveling form A to B is slighty lowered.

11
General Game Discussion / Re: New Special Enounter
« on: March 20, 2014, 08:53:37 pm »
The chance for any encounter depends on the speed of movement on worldmap. Driving by car you move faster, so you have smaller chance for encounters. Special encounter have additionally more conditions: LVAR_ variables, outdoorsman skill, player (leader) level, terrain type, time interval etc. and most major condition: lowered base chance.

12
Closed bugs / Re: PA/HPA not visible in inventory of other players
« on: March 19, 2014, 11:21:31 pm »
PA, HPA and helmets are not visible in inventory, because these items have enabled NoSteal and NoLoot Flags as anti-loot and anti-steal feature.

NCR armor, Desert armor and helmets should be visible. Run updater.exe for the graphics of those new armors/helmets.

13
Closed suggestions / Re: Pashtshuur
« on: March 19, 2014, 10:38:57 pm »
And one square is somewhere in the middle of worldmap, only pashtshuurs :D

14
Closed suggestions / Re: Pashtshuur
« on: March 19, 2014, 08:05:39 pm »
 Pashtshuur spikes will not have a price. Not now. In next update killed pashtshuurs will be counted as... Pashtshuurs ;)

15
Closed suggestions / Re: Hardened/Power Helmet crit modif
« on: March 19, 2014, 08:01:48 pm »
It is mistake. Will be changed in next update.

Pages: [1] 2 3