Update to how bonuses are calculated in chance to hit code to be

consistent across all relevant effects (treating avoidance
and hit chance bonuses equally).
Rule ArcheryHitPenalty will now calc correctly (Was doing basically nothing)
New field npc_types 'Avoidance' (add avoidance bonus to npc)
Rules for setting min / max chance to hit
This commit is contained in:
KayenEQ
2014-07-23 21:24:21 -04:00
parent 152a7410b6
commit 4f07be2343
11 changed files with 80 additions and 48 deletions
+2
View File
@@ -358,6 +358,8 @@ RULE_REAL ( Combat, HitBonusPerLevel, 1.2) //You gain this % of hit for every le
RULE_REAL ( Combat, WeaponSkillFalloff, 0.33) //For every weapon skill point that's not maxed you lose this % of hit
RULE_REAL ( Combat, ArcheryHitPenalty, 0.25) //Archery has a hit penalty to try to help balance it with the plethora of long term +hit modifiers for it
RULE_REAL ( Combat, AgiHitFactor, 0.01)
RULE_REAL ( Combat, MinChancetoHit, 5.0) //Minimum % chance to hit with regular melee/ranged
RULE_REAL ( Combat, MaxChancetoHit, 95.0) //Maximum % chance to hit with regular melee/ranged
RULE_INT ( Combat, MinRangedAttackDist, 25) //Minimum Distance to use Ranged Attacks
RULE_BOOL ( Combat, ArcheryBonusRequiresStationary, true) //does the 2x archery bonus chance require a stationary npc
RULE_REAL ( Combat, ArcheryBaseDamageBonus, 1) // % Modifier to Base Archery Damage (.5 = 50% base damage, 1 = 100%, 2 = 200%)