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Originally Posted by |^ØnëwïngëÐ^|
Lol dude i do know... Dont speak what you dont know nub
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You obviously don't or you would have coded it?
You said your problem is that it simply "doesn't work", seeing as coemu does not have the skill coded, that's probably why. You have to code the skill.
I don't remember the exact calculations but for those who had no idea what it even did.
Counter kill is similar to reflect except the damage it does is based on the person using it's attack (it was what? 1/2 or 1/3 their attacking power? I don't remember, not played in sooo long.)
Basically the skill functions through a bool (on or off, no expiration or cost for use), it randomly activates when being hit by someone, can activate max once per certain amount of time (what was it? 10 seconds?). It then deals damage back to the attacker based on the attack power of the person being attacked.
It's actually hilarious cause archers run around scattering ppl just to get pwnt by ppl who have counter kill.
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So basic things you would need to code for the skill (again, this is all obvious stuff, you still gotta figure out how to fully code it yourself)
A bool controlling if it is activated or not (so true/false value that is checked whenever a player attacks someone else)
a timer controlling how often it can be activated (which does NOT reset if someone turns the skill off and on, if not they can just on/off it a bunch of times, unless you added a cost for activating it)
timer resets/disables the skill when it is activated (for however long it needs to be, I think it was 10 seconds though where it is considered 'off')
attack power calculation: no idea what the correct one was, not played in ages as I said. I think it was something simple though like 1/3 attack power
So basically PlayerA attacks PlayerB. On each attack you need your attack code to check if target (PlayerB) has status CounterKill == true.
If it's true it needs to roll a number based on skill level (higher level ck raises odds of countering obviously so it needs to check level). If number = required value (again dependent on skill level) PlayerB takes 0 dmg
Then need to take PlayerB's min and max patk and then do 1/3 or w/e dmg calc you need and deal that back to PlayerA
If you know how to code skills and aren't just running off other peoples released codes, it shouldn't be super difficult to implement.