I am having problem with Triple Attack whenever activates it counts as 3 kills, not just 1, so if my pheasant drops 5 cps, and this skill activates it gives me 15 cps by one hit instead of 5 cps...does anyone see something wrong into this code?
I think the problem is at those 2 red lines I just highlighted...
I think my system for it may actually be a bit better...
What I do is I do a Target structure which contains target uid, damage dealt and a hit bool as well as an option for activation type/effect for refineries.
I create a list of those and instead of performing the attack inside the spell handler I simply add valid targets with correct damage and refinery effects to the targeting list.
Then at the END of all the targeting I say "ok, lets take all these targets and perform these actions on them and send the final spell display packet!".
In my DealDamage method I don't let the target take damage if it's already dead.
This solves the problem AND will make triple attack still display correctly (cause even if they die it should still be hitting all 3 attacks should it not?)
It's not pretty but here's an example of my struct and implementation
Code:
public struct Targ
{
public Targ(Entity target, int dmg, bool hit = true, uint activType = 0, uint activValue = 0)
{
Who = target;
Dmg = dmg;
Hit = hit;
ActivationType = activType;
ActivationValue = activValue;
}
public Entity Who;
public int Dmg;
public bool Hit;
public uint ActivationType;
public uint ActivationValue;
}
Fill in the values during your targeting method annnddd...
if (SpellTargets.Count > 0)
foreach (Targ t in SpellTargets)
DealDamage(packet, user, t.Who, (uint)t.Dmg);
Something like that + lots of other checks ususally.
I think my system for it may actually be a bit better...
What I do is I do a Target structure which contains target uid, damage dealt and a hit bool as well as an option for activation type/effect for refineries.
I create a list of those and instead of performing the attack inside the spell handler I simply add valid targets with correct damage and refinery effects to the targeting list.
Then at the END of all the targeting I say "ok, lets take all these targets and perform these actions on them and send the final spell display packet!".
In my DealDamage method I don't let the target take damage if it's already dead.
This solves the problem AND will make triple attack still display correctly (cause even if they die it should still be hitting all 3 attacks should it not?)
It's not pretty but here's an example of my struct and implementation
Code:
public struct Targ
{
public Targ(Entity target, int dmg, bool hit = true, uint activType = 0, uint activValue = 0)
{
Who = target;
Dmg = dmg;
Hit = hit;
ActivationType = activType;
ActivationValue = activValue;
}
public Entity Who;
public int Dmg;
public bool Hit;
public uint ActivationType;
public uint ActivationValue;
}
Fill in the values during your targeting method annnddd...
if (SpellTargets.Count > 0)
foreach (Targ t in SpellTargets)
DealDamage(packet, user, t.Who, (uint)t.Dmg);
Something like that + lots of other checks ususally.
in your source monsters gets confused and refuse to die, and i think if a monsters die from the 1st hit of the triple attack the dmg shouldn't show up, however the char should do the triple attack effect/movement
Actually monsters do not exist in the source I released. You're supposed to add their related systems yourself. I wish ppl would stop claiming things about it that simply are irrelevant.
Actually monsters do not exist in the source I released. You're supposed to add their related systems yourself. I wish ppl would stop claiming things about it that simply are irrelevant.
was referring to hellmouthco server you got running bro, i know its beta but still...
P.S: rolling back to before the wipe was a mean thing to do
first thing the trip attack skill does not hit 3 times ALL THE TIME it depends on the skill level .
and you dont recalculate the damage for each hit and send the whole damage amount you are gonna have to split it and give it a damage % depending on the skill level
number 2 TQ has something that works as a multi attack packet IE scatter/fire of hell/trip attack/ etc so the packet should look something like this for the trip attack
UInt32(AttackedUID, 20, Buffer); > 0 = first hit
UInt32(Dmg, 24, Buffer); if data 20 > 0 damage is required or its gonna miss with the miss effect
UInt32(AttackedUID, 52, Buffer); > 0 = 2nd hit
UInt32(Dmg, 56, Buffer); if data 52 > 0 damage is required or its gonna miss with the miss effect
UInt32(AttackedUID, 84, Buffer); > 0 = 3rd hit
UInt32(Dmg, 88, Buffer); if data 84 > 0 damage is required or its gonna miss with the miss effect
simply you need to recode the skill/the skill use packet
oh and btw as long as your ReceiveAttack void is killing the target 3 times you will get cps 3 times . so you better find another way to handle the skill
Agbot - problem with imbue / attack skill order 09/24/2013 - Silkroad Online - 11 Replies hello @ all.
Is it possible to activate the imbue earlier?
I am a nuker, my primaray attack is the fire nuke.. if my char is standing too close to the mob the nuke will get shot before my imbue is active.. this will return a lower damage.
Same happens when the first attack is the flying dragon spear, with imbue first it is a great attack, without it does nearly no damage.
Can I "train" the attacking? My char is sometimes nuking twice even if the mob has almost no engery after the...
DDO triple reincarnate monk 10/20/2011 - General Gaming Discussion - 4 Replies Hi,
After 2 years of playing DDO i have decided to stop playing.
My account is 3rd life monk with 36 points.
It has a every item of gear you can imagine including epic ingredients and greensteel items and matts galore. If you're interested in this let me know and we will make some sort of deal. This is a serious trade for a great account, i repeat a great account with everything needed to have a great time.
PM me for full list of items and screenshot etc.
server 5380 vps all new items tiger-monk-peor skill-drops 50Cps H-Co 09/20/2011 - CO2 PServer Archive - 23 Replies Greetings and after ....
Today I am a server 5380 Full Praise God
After that features images
-----------------------------
1 - monak works 100% like TQ
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2 - Skills monak works 100% like TQ
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3 - Ninja works 100% like TQ
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Triple attack ? 08/16/2011 - CO2 Private Server - 2 Replies Anyone knows how the Calc works for it?, like Missing or not to miss, i know Agility has a big Part in it. but what else and how?
Oh And Also does anyone have the Spawn packet Offset for the New Appearance Options ?