Refinery CounterAction & BreakThrough thing

03/21/2012 03:34 marlyandedsel#1
Would you please tell me about this code if its correct or not

I made it like this......
PHP Code:
if (ChanceSuccess((float)attacker.Breaktrough 100f))
                {
                    if (
attacked.EntityFlag == EntityFlag.Player)
                    {
                        if (
attacked.Counteraction == 0)
                        {
                            
Damage = (Int32)Math.Floor((float)Damage 2.5);
                            
Packet.Effect1 |= Attack.AttackEffects1.Penetration// this thing here is the effect of breakthrough i just called it penetration I can rename it if I want to Breakthrough just lazy to do it :)
                        
}
                        else
                        {
                            
Damage = (Int32)(Math.Floor((float)Damage 2.5) - Math.Floor((float)Damage attacked.Counteraction 100f));
                        }
                    }
                } 
and for the CriticalStrike & Immunity
Quote:
if (ChanceSuccess((float)attacker.CriticalStrike / 100f))
{
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
Damage = (Int32)Math.Floor((float)Damage * 1.2);
if (attacked.EntityFlag == EntityFlag.Player)
Damage -= (Int32)Math.Floor(Damage * attacked.Immunity / 100f);
}
03/21/2012 12:28 shadowman123#2
Well its obvious that there is smthing Wrong which is Calculations ...The Breakthrough just make the attack reach to its Maximum not making the damage * 2.5

2nd point there is no relation bet counteraction and Breakthrough actualy ..COunteractions Defend Against The Pentration

3rd point y u use Packet.Effect1 |= Attack.AttackEffects1.anyeffect;

y did u use |= this means

Packet.Effect1 = Packet.Effect1 | Attack.AttackEffects1.anyeffect;

Which makes no scense at all
03/22/2012 08:20 marlyandedsel#3
Quote:
Originally Posted by shadowman123 View Post
Well its obvious that there is smthing Wrong which is Calculations ...The Breakthrough just make the attack reach to its Maximum not making the damage * 2.5

2nd point there is no relation bet counteraction and Breakthrough actualy ..COunteractions Defend Against The Pentration

3rd point y u use Packet.Effect1 |= Attack.AttackEffects1.anyeffect;

y did u use |= this means

Packet.Effect1 = Packet.Effect1 | Attack.AttackEffects1.anyeffect;

Which makes no scense at all

you are wrong in the second point you are mentioning(Before I post that portion I have read it in the official site of CO.
I will let you see where you are wrong about there is no relation between counteraction and Breakthrough thing...

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You can read them all and tell me if there is no relation between them.... :) OMG on you!....

about the first point, yes I might be wrong on that, that is why I am asking if it is correct, would you mind reading it up first?
03/22/2012 12:49 shadowman123#4
my bad !! i thought counteractions were against Pentrations ...Anyways its easy in Coding Break Through..The normal attack is random bet ur Min Atk and max Atk ..So it would be smthing like that

Code:
if (attacked.Battlepower > attacker.battlepower)
{
       damage = attacker.maxattack;
       // Send Breakthrough Effect to attacked
}
whats the hard in calculating the BreakThrough ?
03/22/2012 14:53 marlyandedsel#5
well, it said like this
Quote:
Right click to receive a random Breakthrough,
which adds 12/14/16% chance of exceeding Max Atk.
Meaning it will exceed the maximum attack meaning if you have max attack of 23,000 it would be greater than that... or what should we do something about that?
03/22/2012 15:28 shadowman123#6
Quote:
Originally Posted by marlyandedsel View Post
well, it said like this

Meaning it will exceed the maximum attack meaning if you have max attack of 23,000 it would be greater than that... or what should we do something about that?
Did TQ Mention The Exceedance Value ? ...Sure Nope So make ur own Claculations So Lets say the Exceeded Attack = 2000 u would add
damage = attacker.maxattack + 2000;

And so On but at last its ur calculations do w.e u want
03/22/2012 15:56 marlyandedsel#7
so here go, I have made it like this can someone try to do some comment on this so that it will add on something on this... or did I make it wrong? Note(Critical & Immunity included in this)
PHP Code:
if (ChanceSuccess((float)attacker.CriticalStrike 100f))
                {
                    
Packet.Effect1 |= Attack.AttackEffects1.CriticalStrike;
                    
Damage = (Int32)Math.Floor((float)Damage 1.5);
                    if (
attacked.EntityFlag == EntityFlag.Player)                    
                        
Damage -= (Int32)Math.Floor((float)(Damage attacked.Immunity 100f) / 100);
                }
                if (
ChanceSuccess((float)attacker.Breaktrough 10f))
                {
                    if (
attacked.EntityFlag == EntityFlag.Player)
                    {
                        if (
attacked.BattlePower attacker.BattlePower)
                        {
                            
Damage = (Int32)attacker.MaxAttack 2000;
                            
Packet.Effect1 |= Attack.AttackEffects1.Penetration;                            
                            
Damage -= (Int32)Math.Floor((float)((Int32)attacker.MaxAttack attacked.Counteraction 10f) / 100);
                        }
                    }
                    else
                    {
                        
Damage = (Int32)attacker.MaxAttack;
                        
Packet.Effect1 |= Attack.AttackEffects1.Penetration;
                    }
                } 
03/22/2012 20:30 shadowman123#8
Code:
if (ChanceSuccess((float)attacker.Breaktrough / 10f))
                {
                    if (attacked.EntityFlag == EntityFlag.Player)
                    {
                        if (attacked.BattlePower > attacker.BattlePower)
                        {
                            Damage = (Int32)attacker.MaxAttack + 2000;
                            Packet.Effect1 |= Attack.AttackEffects1.Penetration;                            
                            Damage -= (Int32)Math.Floor((float)((Int32)attacker.MaxAttack * attacked.Counteraction / 10f) / 100);
                        }
                    }
                    else
                    {
                        Damage = (Int32)attacker.MaxAttack;
                        Packet.Effect1 |= Attack.AttackEffects1.Penetration;
                    }
                }
i have Comment on this Part y u ignored to add MaxAttak + 2000 if the attacked is Monster ...y did u make damage -= (Counteraction calculations)

You could say if (attacker.BreakThrough > attacked.Counteraction)
The rate becomes ((breakthorough - Counteraction) / 100) and idk y u made BreakThrough / 10 breakthrough value is Percent So making it / 10 is Wrong
03/22/2012 21:02 _DreadNought_#9
If you two are going to post can you speak english a little better?
03/23/2012 00:07 marlyandedsel#10
Quote:
Originally Posted by _DreadNought_ View Post
If you two are going to post can you speak english a little better?
are my English hard to understand? or you just don't understand? :) Your comment is irrelevant in this post.
03/23/2012 00:34 shadowman123#11
Quote:
Originally Posted by _DreadNought_ View Post
If you two are going to post can you speak english a little better?
well we understand Each other beside ur post is offtopic
03/23/2012 02:48 -Sensei-#12
Quote:
Originally Posted by _DreadNought_ View Post
If you two are going to post can you speak english a little better?
You can ignore the thread,they are not talking about you.