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-   -   Era Shotgun Damage forumla (https://www.graalians.com/forums/showthread.php?t=9855)

SnakeRekon 09-06-2012 02:56 PM

Hi I'm new here, I like throwing nukes and blowing up bunnies

callimuc 09-06-2012 04:31 PM

Quote:

Posted by Shock (Post 193191)
I still stand behind this. I don't feel as if I explained it well enough.

Base damage could be 1-4 damage depending on the quality of the gun or how many bullets it fires.

Every bullet would represent its own multiplier. You could manipulate the multiplier to whatever lowest and highest damage you'd like. So an example would be a Pbp blast.
One blast=four bullets. Each bullet would represent the base damage times the multiplier.
Lets say pbp has a base of 2. So you'd have (2 x X) x 4. X would be you're random multiplier. X could also be manipulated. So if you have a multiplier of 1-4, you could have four bullets that could equal a possible 8-24 damage per blast. Or if you'd like it pulled back on power you could make the equation (2 x 1-3) x 4 OR (1 x 1-4) x 4.

I think it's the perfect equation for shotguns.

PHP Code:

function onActionProjectile2(xy) {
  
temp.oldloc = {player.xplayer.y};
  
temp.newloc = {xy};
  
temp.dstcheck = {oldcoords[0]-newcoords[0], oldcoords[1], newcoords[1]};
  
temp.distance = (dstcheck[0]^dstcheck[1]^2)*0.25;
  
temp.dmg = ....; //some iera commands to get the damage and shiz
  
temp.newdmg max(1, (dmg-distance));
  
//some function to remove the health


reduces the damage by 0.5 every tile. ez to change and should be the basic way how to do it. pretty much busy irl and didnt check it all but i think it should work

Shock 09-06-2012 07:37 PM

Quote:

Posted by callimuc (Post 193972)
PHP Code:

function onActionProjectile2(xy) {
  
temp.oldloc = {player.xplayer.y};
  
temp.newloc = {xy};
  
temp.dstcheck = {oldcoords[0]-newcoords[0], oldcoords[1], newcoords[1]};
  
temp.distance = (dstcheck[0]^dstcheck[1]^2)*0.25;
  
temp.dmg = ....; //some iera commands to get the damage and shiz
  
temp.newdmg max(1, (dmg-distance));
  
//some function to remove the health


reduces the damage by 0.5 every tile. ez to change and should be the basic way how to do it. pretty much busy irl and didnt check it all but i think it should work

Looks cool. Wish I could read that. Hahaha.

Johnaudi 09-06-2012 07:47 PM

Quote:

Posted by callimuc (Post 193972)
PHP Code:

function onActionProjectile2(xy) {
  
temp.oldloc = {player.xplayer.y};
  
temp.newloc = {xy};
  
temp.dstcheck = {oldcoords[0]-newcoords[0], oldcoords[1], newcoords[1]};
  
temp.distance = (dstcheck[0]^dstcheck[1]^2)*0.25;
  
temp.dmg = ....; //some iera commands to get the damage and shiz
  
temp.newdmg max(1, (dmg-distance));
  
//some function to remove the health


reduces the damage by 0.5 every tile. ez to change and should be the basic way how to do it. pretty much busy irl and didnt check it all but i think it should work

So you'd making temp.dmg = the distance check minus it's on going tile? That's pretty cool. The closer the better, the further the less damage.

SnakeRekon 09-06-2012 11:02 PM

Quote:

Posted by callimuc (Post 193972)
PHP Code:

function onActionProjectile2(xy) {
  
temp.oldloc = {player.xplayer.y};
  
temp.newloc = {xy};
  
temp.dstcheck = {oldcoords[0]-newcoords[0], oldcoords[1], newcoords[1]};
  
temp.distance = (dstcheck[0]^dstcheck[1]^2)*0.25;
  
temp.dmg = ....; //some iera commands to get the damage and shiz
  
temp.newdmg max(1, (dmg-distance));
  
//some function to remove the health


reduces the damage by 0.5 every tile. ez to change and should be the basic way how to do it. pretty much busy irl and didnt check it all but i think it should work

Well, I don't think this'll reduce the close range ownage thing but you should try it and see :)


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