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#21 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,298
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So I've finally gotten around to implementing this (in v4 first as per Magnate's suggestion.)
I split the implementation into 3 separate commits. The first commit is essentially all the changes in the melee2.c that bron posted (fixing the GF_ACID/which_element error). I tested it out and it seems to work properly. The second commit makes certain attacks not deal any physical damage when they are elemental. Code:
/* Some attacks do no physical damage */
if (method == RBM_TOUCH ||
method == RBM_ENGULF ||
method == RBM_DROOL ||
method == RBM_SPIT ||
method == RBM_CRAWL ||
method == RBM_GAZE ||
method == RBM_WAIL ||
method == RBM_SPORE ||
method == RBM_BEG ||
method == RBM_INSULT ||
method == RBM_MOAN){
physical_dam = 0;
}
The third commit gives the player an AC bonus of 50 for the purpose of calculating the physical damage (only for elemental attacks). The bonus of 50 should give roughly a 1/8 reduction in damage, which isn't really all that much. I wasn't sure about the usefulness of this one, it felt right though. That's why I sequestered it into it's own commit. |
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#22 |
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Apprentice
Join Date: Jan 2012
Posts: 52
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Insult to burn could be fun...
__________________
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head. --The Seven Habits of Highly Effective Pirates |
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#23 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,298
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