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Messages - mojuk

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31
News and Announcements / Re: 3rd Session Info
« on: September 04, 2017, 02:33:04 pm »
What do you mean with "Pyromaniac is now leveling perk" is the perk it self leveling or is it meant to be used for leveling?

It means that it's not a support perk but nornal perk you take while you are leveling character.

It's a little mistake in changelog... In S2 it was leveling perk with 2 ranks, at some point of developing S3 Pyromaniac was changed to suppprt perk and some time ago it was changed back to leveling perk with 1 rank and % damage instead of flat damage bonus.

So a little bug in changelog ;p

32
Game Help / Re: General Questions / Answers
« on: September 03, 2017, 04:58:51 pm »
Lvling melee character.

There is a new perk as i understand from changelog - Closed Combat Master. But can't find any info about it. Does anyone know at what lvl, what requirements?

https://forum.fonline-reloaded.net/index.php?topic=12578.msg103808#msg103808

34
News and Announcements / Re: 3rd Session Info
« on: September 02, 2017, 11:01:55 am »

35
News and Announcements / Re: 3rd Session Info
« on: September 01, 2017, 08:51:55 pm »

36
Tools and Modifications / Re: FOnline Reloaded Character Planner
« on: August 25, 2017, 11:56:23 am »
Old one updated: NO.
New one: Yes, some ugly beta soon. Can't promise any date.

37
Closed bugs / Re: [Client] Random crashes while standing still
« on: July 20, 2017, 02:33:15 pm »
Remove item from your active hand slot and see if it helps. (I'm serious)

38
Survival Guides / Re: Build Advice, a Guide
« on: February 11, 2017, 11:57:28 am »
so simple stonewall giving u a 5 EN to roll in this marked roll on picture above
so stonewall protecting ur body from KO on low crit power rolls

Stonwall roll got nothing to do with rolls on crit table. It's different roll when you already got KO status. So it helps same way vs low power as vs max power critical.


---
Don't remember where but there was also something about 7s for full AP regen somewhere. That is not correct. AP regen time is 4s, it's set in ms in config.fos by: __ApRegeneration = 4000;

39
As somebody here mentioned radiation is already done for Glow so all you have to do is check Glow map script (map_glow.fos).
It can be added later if needed so you don't even have to worry about it because you can't do this in mapper.

40
Game Help / Re: Clien crashes every few minutes
« on: April 09, 2016, 10:29:57 pm »
Check few things (pretty much shooting ideas here, hopping to hit something):
- Have you played without crashes before or it's your first attempt to play?
- If first time try upgrading graphic card drivers, if you played normally before than maybe you updated drivers before crashes started?
- Is your client crashing only when you play this one character or on others too?
- Is your client crashing only in one specific location or no matter where you are (other location/worldmap)?
- Download fresh client, put it in NEW folder in NEW location, create NEW character and see if it crash, if not try on your main character on which you got crashes now.

41
Character builds / Re: Big guns
« on: January 23, 2016, 09:16:39 am »
but is on fire used ? i see a comment in combat.fos which says its not used ... probably only hit self. but well good explanation anyway , cheers.
Yeah, it seams on fire is not used, maybe even bugged according to this comment:
Code: [Select]
// 0x00000400 !- on fire - triggers the 'flamedance' animation, but not if the hit is fatal (probably a bug)
My bad on picking this as example ;p

42
Character builds / Re: Big guns
« on: January 22, 2016, 03:27:14 pm »
That's not super easy but if you want...   :D

* your final chance to hit (toHit) is capped at <5, 95> range
* margin = toHit - Random(1, 100)
* if margin < 0 than it's miss

Critical failure can only happen if you miss your main hit roll and that miss is critical, here is raw formula:
Code: [Select]
isCritical = ((((-margin) / 10) + ((valid(realWeapon) && realWeapon.IsDeteriorable() && !_CritHasExtMode(cr, MODE_EXT_NO_DETERIORATION)) ? ((20 * realWeapon.Deterioration) / MAX_DETERIORATION) : 0)) >= Random(1, 100));

It says that miss is critical if "some value" >= Random(1, 100)
"some value" = ((-margin)/10) + "weapon deterioration mod"
"weapon deterioration mod" is calculated only if it's a valid weapon that is deteriorable and critter does not have special mode MODE_EXT_NO_DETERIORATION (for example guards has that), if not it's equal to 0
"weapon deterioration mod" = (20 * realWeapon.Deterioration) / MAX_DETERIORATION)
where:
MAX_DETERIORATION = 10000
real.Weapon.Deterioration = value from range 0 to 10000, where 0 is item in perfect condition

If isCritical is still false there is another check if you or your initial target got Jinxed, if yes than it's a 50% chance to make isCritical = true;

If isCritical is true than critical power roll is made:

Code: [Select]
                int roll = Random(1, 100) - 5 * (cr.Stat[ST_LUCK] - 5);
                if(roll <= 20)
                    roll = 0;
                else if(roll <= 50)
                    roll = 1;
                else if(roll <= 75)
                    roll = 2;
                else if(roll <= 95)
                    roll = 3;
                else
                    roll = 4;

It's used to read critical fail result from special critical fail table:
Code: [Select]
critfailFlags = CriticalFailureTable[5 * weapon.Weapon_CriticalFailture + roll];

This is CriticalFailureTable:
Code: [Select]
// fallout2.exe at file offset 0x1065A0 (517FA0 memory offset)
// row: weapon type (critfail list), column: critfail severity
const uint[] CriticalFailureTable = {
  0x00000000, 0x00008000, 0x00008000, 0x00080002, 0x00200000,
  0x00000000, 0x00008000, 0x00004000, 0x00100000, 0x00010000,
  0x00000000, 0x00020000, 0x00004000, 0x00100000, 0x00002000,
  0x00008000, 0x00028000, 0x0000C000, 0x00100000, 0x00009000,
  0x00040000, 0x00004000, 0x00084000, 0x00100000, 0x00001000,
  0x00008000, 0x00040000, 0x00002000, 0x00100000, 0x00009002,
  0x00000000, 0x00008000, 0x00100000, 0x00002000, 0x00009400 };

Result is described as a flag that later on is processed to apply critical results to your character, those flags:
Code: [Select]
#define MF_KNOCKED_DOWN            (0x00000002)
#define MF_ON_FIRE                 (0x00000400)
#define MF_WEAPON_EXPLODED         (0x00001000)
#define MF_WEAPON_DESTROYED        (0x00002000)
#define MF_WEAPON_DROPPED          (0x00004000)
#define MF_LOST_NEXT_TURN          (0x00008000)
#define MF_HIT_SELF                (0x00010000)
#define MF_LOST_REST_OF_AMMO       (0x00020000)
#define MF_FIRED_DUD_SHOT          (0x00040000)
#define MF_HURT_SELF               (0x00080000)
#define MF_HIT_RANDOMLY            (0x00100000)
#define MF_CRIPPLED_RANDOM_LIMB    (0x00200000)
#define MF_WAS_KILLED              (0x10000000)
If result have few flags than it's equal to sum of those flags, example
MF_ON_FIRE (0x00000400) + MF_WEAPON_EXPLODED (0x00001000) = 0x000014000

As mentioned before we use this:
Code: [Select]
critfailFlags = CriticalFailureTable[5 * weapon.Weapon_CriticalFailture + roll];
to get position from CriticalFailureTable (index of element we want to read, with first index = 0)
Code: [Select]
5 * weapon.Weapon_CriticalFailture Tells us which row we are looking at and roll specifies column.
weapon.Weapon_CriticalFailture is a value every weapon has set in it's proto, you can check that in FOnline Object Editor in /Tools/ObjectEditor in file /Server/proto/items/weapon.fopro
For example flamer got that value set to 6 and last column from last row got ON_FIRE flag ;)

Have fun  ;D

43
Character builds / Re: Big guns
« on: January 20, 2016, 07:47:47 pm »
How is critfailure damage calculated? It can be high, I mean a 100+ damage with some weapons. It seems flamer makes awefull critfails, while regular bullet shooting weapons don't, but thats just a feeling, I'm not sure. Does jinxed also increase critfail damage? Or maybe luck does, or just the weapon...
Critical failure damage is calculated as if it was normal attack against you where attacker is also you, so if you critically fail with flamer while having Pyromaniac this will hurt a lot :)
Only thing different is that with burst weapons it only counts as if you shot with 1 bullet only. That's why avenger would have really low damage (compared to what it does with full burst) while mentioned flamer will deal normal damage because flamer attack is basically 1 bullet but have burst-like damaging mechanics.

44
The Workshop / Re: Questions/Feedback for the FOnline tutorials.
« on: January 14, 2016, 12:02:59 am »
Code: [Select]
#define SPAWNER_CONTAINER_GRAVE_LOW           (13)
#define SPAWNER_CONTAINER_GRAVE_HIGH          (14)
Are used (well, are not but can be) to spawn items in grave-type containers in encounters. What Seki asked are graves in public locations

Code: [Select]
            if(p == MAP_DenBusiness || p == MAP_Redding || p == MAP_NewReno_Golgotha || p == MAP_Cathedral_Enter)
            {
                ConnectRecycler(grave, ENCOUNTER_RECYCLER);
            }
Here is your clue where to look -> recycler.fos
Those graves are filled with stuff recycled from deleted encounters (and tents but as I recall this is not used).

So you can find what types of items are taken from encounters:
Code: [Select]
    array<int> itemTypes =
    {
        ITEM_TYPE_ARMOR,
        ITEM_TYPE_DRUG,
        ITEM_TYPE_WEAPON,
        ITEM_TYPE_AMMO,
        ITEM_TYPE_KEY,
        ITEM_TYPE_BLUEPRINT
    };
I think some people might be worried but tent maps lost in encounters will not be collected and spawn in some random grave giving somebody access to your tent :)

45
No point doing it now. People will just come, see, say "meh" and ignore any advertising made when the time is right in the future.

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