[Src]->Magic Weapons

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locobans
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Post by locobans »

Oh yeah I noticed...the item with this attribute does not add the xx int requirement...so I thought maybe something in bEquipItemHandler
  if (cEquipPos == DEF_EQUIPPOS_TWOHAND) || (cEquipPos == DEF_EQUIPPOS_RHAND) {
  if (m_pClientList[iClientH]->m_pItemList[sItemIndex]-> atribute or w/e = the magic weapon one) {
    if(m_pClientList[iClientH]->m_iInt < 65) { // Int required
    SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_ITEMRELEASED, m_pClientList[iClientH]->m_iSpecialAbilityEquipPos, sItemIndex, NULL, NULL);
    ReleaseItemHandler(iClientH, sItemIndex , TRUE);
    return FALSE;
    }
  }
  }
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Post by Kenshi »

noted a bug; the magic-weapons don't abide by the safe-zone rules. not sure if you can fix that but yeah :P
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Post by diuuude »

I didn't use the PlayerMagicHandler for the spells... so it's not considered by the HG as a spell...

It's just a visual effect shown when you attack an ennemi and you have enough mana to cast the spell.

I'll write a new version of the script using the playermagichandler func when i'll finish the friends list, Snoopy gave me some great ideas with code parts that'll change the magic weapons alot.
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Post by locobans »

Tested it (haven't implemented as drops cause no int requirement kinda messed it up) and so far so good....no bugs to report.

~C yas
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Post by €M4NU€L »

diuuude wrote: Current version : <span style='color:red'>1.1.0</span>

I used a new special attribute for the magic weapons, as the critical, ancient, poisionning or righteous weapons. The new weapon's class is now "Magic". I added 16 different Spell Effects (from Fire-Strike to Earth-Shock-Wave) and 15 damage levels (from 7% to 105%).

How does it work ?
You just have to attack an ennemy with the magic weapon, the HG will calculate the % of damage added to the regular weapon's damages and show the spell effect. It works with one handed and two handed weapons. <span style='color:red'>Magic weapon will decrease your MPs each time you attack. If your HPs are too low, the weapon will use regular attack, without the magic damage added and spell effect.</span>

How can i calculate the item attribute for these magic weapons ?
Use the tool provided with the code... it's an ugly console application but i didn't have time to code anything better for now, and atleast it works !

How do i get Magic Weapons ?
<span style='color:red'>Drops updated ! Simply kill monsters and they'll drop magic weapons !!</span> You can also summon magic weapons with a GM char.


Some ScreenShots :
- <a href='http://upload.technohell.net/uploads/589ffab22a.jpg' target='_blank'>http://upload.technohell.net/uploads/589ffab22a.jpg</a>
- <a href='http://upload.technohell.net/uploads/8468714644.jpg' target='_blank'>http://upload.technohell.net/uploads/8468714644.jpg</a>
- <a href='http://upload.technohell.net/uploads/c153f7f6ab.jpg' target='_blank'>http://upload.technohell.net/uploads/c153f7f6ab.jpg</a>


Links to Download the Files :
- <a href='http://upload.technohell.net/uploads/e45edb466d.zip' target='_blank'>All in one Package, including : Server and Client Side HTML Installation Guide, Screenshots and Magic Weapons Attributes Calculator.</a>
Very nice diuuude i like it more than the Dax one :)
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Post by diuuude »

locobans wrote: Tested it (haven't implemented as drops cause no int requirement kinda messed it up) and so far so good....no bugs to report.

~C yas
I can make the Int requirement 2 different ways :

- Item requires INT to be equiped and used, maybe (damage% / 7)*5 so the most powerfull weapon will need (105 / 5)*5 = 75 INT to be used. Can change the *5 to *4, *2, *10 or whatever.

- Item does not require INT to be equiped but only for attacking with damage bonus and effect. If INT is < required INT then the weapon will do less damage. If INT < (required INT - 20) then the weapon won't have added damage, nor any visual effect. -15% damage for each 5 INT missing. (-15% can be changed to whatever)

Example : a Warrior with 45 INT equip a flamberg with 77% magic damage added. He needs (77 / 7) * 5 = 55 INT. He miss 10 INT points. He will be able to use the weapon but with 77% - (2*15%) = 47% damage. Another warrior with 30 INT equip this weapon, he miss 25 INT. Weapon does +0% damage and don't show spell effect when attacking.


Tell me what way of INT requirement you'd prefer to use, and i'll code it this week ;)
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Post by Dax »

€M4NU€L wrote: Very nice diuuude i like it more than the Dax one :)
Mine was limited to the 3.51 binary client, just as diuuude's is limited to any client with this source in it. Every mod has is limits, do what you can within them. But yeah Diuuude's obviously has more features then mine, although it uses the same method of displaying the spells. With client source this should be coded client side.
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Post by €M4NU€L »

Dax wrote:
€M4NU€L wrote: Very nice diuuude i like it more than the Dax one :)
Mine was limited to the 3.51 binary client, just as diuuude's is limited to any client with this source in it. Every mod has is limits, do what you can within them. But yeah Diuuude's obviously has more features then mine, although it uses the same method of displaying the spells. With client source this should be coded client side.
Yeah but yours is simple but it is still good cuz on diuuudes magic weapons ... maybe people cant add all of that and for example in your codes is easy to add
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locobans
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Post by locobans »

diuuude wrote:
locobans wrote: Tested it (haven't implemented as drops cause no int requirement kinda messed it up) and so far so good....no bugs to report.

~C yas
I can make the Int requirement 2 different ways :

- Item requires INT to be equiped and used, maybe (damage% / 7)*5 so the most powerfull weapon will need (105 / 5)*5 = 75 INT to be used. Can change the *5 to *4, *2, *10 or whatever.

- Item does not require INT to be equiped but only for attacking with damage bonus and effect. If INT is < required INT then the weapon will do less damage. If INT < (required INT - 20) then the weapon won't have added damage, nor any visual effect. -15% damage for each 5 INT missing. (-15% can be changed to whatever)

Example : a Warrior with 45 INT equip a flamberg with 77% magic damage added. He needs (77 / 7) * 5 = 55 INT. He miss 10 INT points. He will be able to use the weapon but with 77% - (2*15%) = 47% damage. Another warrior with 30 INT equip this weapon, he miss 25 INT. Weapon does +0% damage and don't show spell effect when attacking.


Tell me what way of INT requirement you'd prefer to use, and i'll code it this week ;)
I don't like this one, cause at this case a zerk warrior will be having potential to use a magical weapon...wich will make zerk/pfm warriors pretty strong imo, since the most int that you'll need would be 75.

It could be an static amount of int, wich a normal battle mage should have...let's say 97 (Earth-Worm-Strike) or else, all others magical weapons starts at the lowest int 67 so only true battle mages will use, and not making warriors overpowered.

About second part...well...you can equip normally the item (what for if its only going to have magic %, or can be dropped like Ancient Magic %???...ancient 1st stat and 2nd stat is magic %??? in this case then yeah this could be used, but just making it that the lowest int needed will be 67.

7% = 67 int
14% = 67 int
21% = 80 int
28% = 80 int
35% = 93 int
42% = 93 int
49% = 100 int
56% = 100 int
63% = 112 int
70% = 112 int

Yeah, imo the max should be dropped should be 70% and not 105%.

Well, hopefully this make any sense to you B)

~C yas

Edit: can you explain me the formula of how will be damage calculated... :blink:

Like a GiantSword hitting 25 points and having it 49% Meteor Strike, it will add a 49% of the 25 points...let's say 12 to the actual 25 = 37 points damage? I was trying to look over the formula...got hard time trying to figure out what dwValue2 stands for... :)
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Post by -Jim- »

totaly agree with Loco
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Post by diuuude »

Formula works like this :

Bonus damage (spell) = magic % * (DMG / 100)
Bonus damage (spell) = 49 * (25 / 100)
Bonus damage (spell) = 12

Bonus Damage (MAG) = MAG / 20
Bonus Damage (MAG) = 100 / 20
Bonus Damage (MAG) = 5

Total weapon Damage = 25 + 12 + 5 = 42...

Of course the weapon make huge amount of damage but in order to be able to equip this weapon you need 156 STR for the fullswing (GiS), 100 INT (49% damage), 100 MAG (used in the exemple). So, 156 STR + 100 INT + 100 MAG + (atleast) 10 VIT + 10 CHR + 10 DEX (who have only 10 Dext ???) = 386 pts... lvl 130+... regarding that player will have atleast 100 dext, the min level to deal such damages is 160+ :-/

Not that good for a lvl 160+ character !!
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Tafka12
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Post by Tafka12 »

This would be pointless to add such a big mana cost.
Mages can't use Giant Swords anyway(most of them) becouse of the str request.
Warriors in level 300 or less have about 400-600 Mana then they can do 10 hits and Psaa , over!?
Maybe but at least 2 times less then!
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diuuude
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Post by diuuude »

we were talking about INT requirement Tafka, not about mana cost...

And this feature was never designed for lvl 300+ noob servers, it was for Loco's lvl 150 server, where each stat point have a cost and an effect on the character's playability. If you spend 100 points in a stat that's not cuz you already have 500+ points in every other stat !!
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locobans
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Post by locobans »

diuuude wrote: Formula works like this :

Bonus damage (spell) = magic % * (DMG / 100)
Bonus damage (spell) = 49 * (25 / 100)
Bonus damage (spell) = 12

Bonus Damage (MAG) = MAG / 20
Bonus Damage (MAG) = 100 / 20
Bonus Damage (MAG) = 5

Total weapon Damage = 25 + 12 + 5 = 42...

Of course the weapon make huge amount of damage but in order to be able to equip this weapon you need 156 STR for the fullswing (GiS), 100 INT (49% damage), 100 MAG (used in the exemple). So, 156 STR + 100 INT + 100 MAG + (atleast) 10 VIT + 10 CHR + 10 DEX (who have only 10 Dext ???) = 386 pts... lvl 130+... regarding that player will have atleast 100 dext, the min level to deal such damages is 160+ :-/

Not that good for a lvl 160+ character !!
You need to have 100 MAG for any weapon that have this stat? If so then it looks MORE LIKE BMAGE NOW :lol: prolly drop it to 50 mag :lol:

And I posted before...I think those are the int requirements each magic % should have...1st no pfm/zerk warriors using them, and only truely bmage class will be able to use them, why? cause their stats are mostly 97-112 INT and at least 50 MAG points...

Anyways My suggestion...

Magic 7% = 67 int
Magic 14% = 67 int
Magic 21% = 80 int
Magic 28% = 80 int
Magic 35% = 93 int
Magic 42% = 93 int
Magic 49% = 100 int
Magic 56% = 100 int
Magic 63% = 112 int
Magic 70% = 112 int

Above that...your pick I personally won't use it, cause anything above 70% and still a bit high, might unbalance things out.

And could be pretty nice if could add 50 MAG requirement for any weapon that has Magic %.

At bottom line...we will have..

Battle Mage with at least 67int/50mag to wear a magic 7% weapon. Max one will be 112int/50mag to wear a magic 70% weapon...that's like 54 levels...and not counting the STR the weapon will require. :)
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diuuude
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Post by diuuude »

Hum... it's a nice idea, i'll code it this way !

But in my exemple, MAG was given only as an exemple for show the MAG damage added to the magic damages and regular damages. So if you have 10 Mag the weapon will do only 25 + 12 Dmg... but requires lower level to equip.

Still want a 50 Mag requirement ?

Or maybe a 3 cases attack and 5 cases crit like the stormblade ? :lol: :P

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