11-09-2003, 08:05 AM
>Is this checking a boolean value or a test if condition is
>greater than zero (true)?
If the stat is non 0, you get a reduction (or set to 0 for can't be fronze, also check for non zero)
>I suspect that it really just that the testers were not
>too good at getting accurate measurements.
I think they might get a full output of various values and effects in combat on the screen actually. There is a few empty functions called in various places that passes as a parameter various damage, resistance, -dam values and so on. I guess it is for debugging purposes. Still, might not catch this problem though since we don't know exactly what the debug code do since we don't have it :)
>I take this is only applied to the players. Is this being
>applied to the hirelings too? more in the next section...
I was a bit scetchy in my notes and missed this. The difficulty penalty and the cap applies to players and hirelings, not just players. It does not apply to player minions though.
>Is this cap of 75% applied only the players? How
>about the hirelings?
So yes, applied to players and hireling.
Note that the "lower resist/pierce" (of which CM is part), ONLY apply to players, not hirelings. The game is a bit inconsequent in the way it checks for "monsters" and check for "monsters but not hirelings". So they don't seem to be able to be immune right now since the cap would always apply.
>Towards the end of the code section, did the damage
>sanity checks for doing negative amounts get moved
>from just the total to being done seperately for each
>type before totalling?
Ehh, not sure I understand you. How would you end up with negative damage? The code will use 100% as resistance if it is above 100%. Hence resistance can't reduce damage below 0. Similary absorb% is caped at 40% and can't do it, and straight absorb is lowered so that it only removed ammount of damage left it should have been larger. So you can't end up with a negative damage.
There is a check at the start though if the damage is larger than 0. Only then do the -dam/-madam, resist and absorb execute. Otherwise it is skiped and the damage is set to 0. Is that what you mean? There is no check on the total damage though, at least not as part of this code. Perhaps there is one later in the "do a hit" or "deal damage", have not looked much there yet.
>greater than zero (true)?
If the stat is non 0, you get a reduction (or set to 0 for can't be fronze, also check for non zero)
>I suspect that it really just that the testers were not
>too good at getting accurate measurements.
I think they might get a full output of various values and effects in combat on the screen actually. There is a few empty functions called in various places that passes as a parameter various damage, resistance, -dam values and so on. I guess it is for debugging purposes. Still, might not catch this problem though since we don't know exactly what the debug code do since we don't have it :)
>I take this is only applied to the players. Is this being
>applied to the hirelings too? more in the next section...
I was a bit scetchy in my notes and missed this. The difficulty penalty and the cap applies to players and hirelings, not just players. It does not apply to player minions though.
>Is this cap of 75% applied only the players? How
>about the hirelings?
So yes, applied to players and hireling.
Note that the "lower resist/pierce" (of which CM is part), ONLY apply to players, not hirelings. The game is a bit inconsequent in the way it checks for "monsters" and check for "monsters but not hirelings". So they don't seem to be able to be immune right now since the cap would always apply.
>Towards the end of the code section, did the damage
>sanity checks for doing negative amounts get moved
>from just the total to being done seperately for each
>type before totalling?
Ehh, not sure I understand you. How would you end up with negative damage? The code will use 100% as resistance if it is above 100%. Hence resistance can't reduce damage below 0. Similary absorb% is caped at 40% and can't do it, and straight absorb is lowered so that it only removed ammount of damage left it should have been larger. So you can't end up with a negative damage.
There is a check at the start though if the damage is larger than 0. Only then do the -dam/-madam, resist and absorb execute. Otherwise it is skiped and the damage is set to 0. Is that what you mean? There is no check on the total damage though, at least not as part of this code. Perhaps there is one later in the "do a hit" or "deal damage", have not looked much there yet.
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