i have rewritten the combat core.
now you cannot single target an invisible player, however any damage that hits everything in the room will still cause damage.
of course any action performed by an invisible player breaks invisibility.
using combat items still has no resistance mechanic, im not sure if i like that, i think Sean based original TA this way because it was a charged item and he didnt want you to buy a rod for 200 gold and the target resist every single use hence the entire item was useless.
i may revisit this later but for now its the same as it was in classic.
also changed all UINT/ULONG values to SHORT/LONG to prevent the numbers getting whacky when they try to go negative so damage should be displayed correctly now too.
changed rogue skillful attack method to be more percent based upon your level, every level you gain you get +1% chance to get a skillful attack, this caps at 65% (down from 90%), i had to do this based on the original method was based on single promotions never going over level 100.
(1-100 can never be greater than 101+)
Combat
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