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#1 |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 50
Posts: 399
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FAST_SHOT, spell_weight
Can anyone please enlighten me what:
(1) FAST_SHOT does (Rangers)? (class.txt) The EXTRA_SHOT flag gave you a 2nd (3rd) shot per turn in 4.1.3. (2) spell_weight parameter does? It is the 2nd 'magic' paramater in the class descriptions in class.txt Thanks!
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#2 | ||
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,105
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Quote:
Code:
/* Apply special flags */ if (!state->heavy_shoot) { state->num_shots += extra_shots; state->ammo_mult += extra_might; if (player_has(p, PF_FAST_SHOT) && (state->ammo_tval == TV_ARROW)) { state->num_shots += p->lev / 3; } Quote:
Code:
# 'magic' is for general magic info - level of the first spell, weight that # hurts spells, number of books used. Code:
/* Determine the weight allowance */ max_wgt = p->class->magic.spell_weight; /* Heavy armor penalizes mana */ if (((cur_wgt - max_wgt) / 10) > 0) { /* Encumbered */ state->cumber_armor = true; /* Reduce mana */ msp -= ((cur_wgt - max_wgt) / 10); } /* Mana can never be negative */ if (msp < 0) msp = 0; |
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#3 |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 50
Posts: 399
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thanks
Thanks ... that leads me to two other questions ...
(1) When is the flag heavy_shoot set? (2) If rangers cannot enchant ammunition anymore - how was the damage balancing done versus 4.1.3?
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#4 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,105
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Heavy shot is when the launcher is too heavy for your str. Its somewhere in /src/playercalcs.c
The ! in the code snippet is a not. If not. A heavy launcher is always 1 shot, same with heavy wield in the melee. For the 2nd bit Nick or someone else will have a better idea then I do. I think the general idea was rangers shooter damage was too high & it was nerfed. Some people agree, some people disagree. |
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