Author Topic: Improving AA abilities  (Read 692 times)

Legacy_Lazarus Magni

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Improving AA abilities
« on: December 04, 2011, 06:33:28 am »


               This has been much requested on our server. Imbue and death arrow have been much improved, and even though hail and seeker have been modified these latter two are still seriously lacking.
 
The problem from my view point for hail and seeker is that it doesn’t actually uses the equipped arrows, nor does it apply our mod’s post 40 mele dmg (for the most part anyways, it does apply one component of it however not the majority which is applied as  a supernatural effect to the toon itself), and because of this it is seriously underpowered at higher levels.
 
Here are our Hail and Seeker scripts, and the include associated to them. I would be very interested in any ideas to get them to actually use the equipped arrows (and subsequently our standard post 40 mele dmg hopefully), and not just do low lvl dmg based off the dmg types of the equipped arrows as a spell effect as it appears to be now.
 
Any ideas would be welcomed.
 
The Include:

#include "x0_i0_spells"
#include "core_inc_post40"
//This include file contains funstions for the improved hail of arrows and seeking arrow scripts
// Written by Twainer for the Aventia persistant world 20/10/2005
 
// This Function Retrieves the values stored in StoreArrowDamage and returns
// an effect with all the calculated damage in it.
// If nCrit is 1 the damage is tripled
effect GetArcaneArrowDamage(object oUser, object oTarget, int nCrit = 0);
 
// This examines the arrows in oUsers arrow slot and determines and damge modifiers
// or damage vs alignment group modifers that those arrows has.
// Values are then stored on the arrows for later use.
void StoreArrowDamage(object oUser);
 
 
 
 
effect GetArcaneArrowDamage(object oUser, object oTarget, int nCrit = 0)
{
    object oArrows = GetItemInSlot(INVENTORY_SLOT_ARROWS, oUser);
    object oBow = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oUser);
    int nBonus = ArcaneArcherCalculateBonus();
    int dieSize, dieCount, damtype, nDamage, i,j, nPierce, align;
    effect eTemp, eTotal;
    string sDam;
 
    if (GetIsObjectValid(oBow) == TRUE){
        if (GetBaseItemType(oBow) == BASE_ITEM_LONGBOW ){
            nPierce = d8();
            if (GetHasFeat(FEAT_WEAPON_SPECIALIZATION_LONGBOW, oUser))
                nPierce += 2;
            if (GetHasFeat(FEAT_EPIC_WEAPON_SPECIALIZATION_LONGBOW, oUser))
                nPierce += 4;
        }else if (GetBaseItemType(oBow) == BASE_ITEM_SHORTBOW){
            nPierce = d6();
            if (GetHasFeat(FEAT_WEAPON_SPECIALIZATION_SHORTBOW, oUser))
                nPierce += 2;
            if (GetHasFeat(FEAT_EPIC_WEAPON_SPECIALIZATION_SHORTBOW, oUser))
                nPierce += 4;
        }
        else
            return eTemp;
    }
    else
        return eTemp;
 
    // add strength bonus if bow has mighty (im lazy so i wont cap it properly)
    if (GetItemHasItemProperty(oBow, ITEM_PROPERTY_MIGHTY))
        nPierce += GetAbilityModifier(ABILITY_STRENGTH,oUser);
    //add AA damage bonus
    nPierce += nBonus;
 
    //add post 40 melee damage
    int nXP = GetXP( oUser );
    int nLevel = pf_GetLevelFromXP( nXP );
    int nP40Bonus;
    if ( nLevel > 39 )
    {
      nP40Bonus = ( nLevel - 40 ) / 2;
      float fMeleeFactor = calcMeleeFactor( oUser );
 
      if ( GetIsObjectValid( GetItemPossessedBy( oUser, "GrtrMeleeRunV2" )))
      {
        fMeleeFactor *= 1.5;
      }
      else if ( GetIsObjectValid( GetItemPossessedBy( oUser, "LesrMeleeRunV2" )))
      {
        fMeleeFactor *= 1.25;
      }
      nP40Bonus = FloatToInt( IntToFloat( nP40Bonus ) * fMeleeFactor );
    }
    nPierce += nP40Bonus;
 
    // Check Arrows Now
    int pcount = GetLocalInt(oArrows, "scy_AA_prop_count");
    if (pcount == 255)
        pcount = 0;
 
    for (j = 1; j <= pcount; j++){
        damtype = GetLocalInt(oArrows, "scy_AA_prop" + IntToString(j) + "_damtype");
        dieSize = GetLocalInt(oArrows, "scy_AA_prop" + IntToString(j) + "_diesize");
        dieCount = GetLocalInt(oArrows, "scy_AA_prop" + IntToString(j) + "_diecount");
        align = GetLocalInt(oArrows, "scy_AA_prop" + IntToString(j) + "_align");
        if (align == 0 || align == GetAlignmentGoodEvil(oTarget) || align == GetAlignmentLawChaos(oTarget)){
            // non-random case
            if(dieCount == 0)
                nDamage = dieSize;
            else{
                nDamage = 0;
                for(i = 1; i <= dieCount; i++)
                    nDamage += 1+ Random(dieSize);
            }
            //SendMessageToPC(oUser, IntToString(idamage) + " " + sDam + " " + Get2DAString("iprp_damagetype", "Label", damtype) + " damage");
            // If its piercing, add it to the bow damage
 
            //Happy Edit - also add the slash / bludge
            if(damtype == DAMAGE_TYPE_PIERCING || damtype == DAMAGE_TYPE_BLUDGEONING || damtype == DAMAGE_TYPE_SLASHING)
                nPierce += nDamage;
            else{
                eTemp = EffectDamage(nDamage*(nCrit*2 + 1), damtype, IPGetDamagePowerConstantFromNumber(nBonus));
                eTotal = EffectLinkEffects(eTotal, eTemp);
            }
        }
    }
    // now chuck all that pierce on as well
    eTemp = EffectDamage(nPierce*(nCrit*2 + 1), DAMAGE_TYPE_PIERCING, IPGetDamagePowerConstantFromNumber(nBonus));
    eTotal = EffectLinkEffects(eTotal, eTemp);
    return eTotal;
}
 
void StoreArrowDamage(object oUser)
{
    object oArrows = GetItemInSlot(INVENTORY_SLOT_ARROWS, oUser);
    if (!GetIsObjectValid(oArrows))
        return;
    if(GetLocalInt(oArrows, "scy_AA_prop_count") == 0){
        itemproperty prop = GetFirstItemProperty(oArrows);
        int add, dloc, damtype, dam, dieS, dieC, subtype, pcount, type, i;
        string sDam;
        while(GetIsItemPropertyValid(prop)){
            add = 0;
            type = GetItemPropertyType(prop);
            // Only deal with damage and damage vs alignment for the moment
            if(type == ITEM_PROPERTY_DAMAGE_BONUS){
                add = 1;
                damtype = GetItemPropertySubType(prop);
                dam = GetItemPropertyCostTableValue(prop);
                subtype = 0;
            }else if(type == ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP){
                subtype = GetItemPropertySubType(prop);
                add = 1;
                damtype = GetItemPropertyParam1Value(prop);
                dam = GetItemPropertyCostTableValue(prop);
            }
            if(add == 1){
                pcount ++;
                /* This code works and is elegant (well i think so) but it uses a 2da fetch so i changed it
                // Get the damage amount from the label in the 2da
                sDam = Get2DAString("iprp_damagecost", "Label", dam);
                // This section extracts the die size and count from the string
                // First find the "d" position
                dloc = 0;
                for(i = 0;i < GetStringLength(sDam); i++){
                    if(GetSubString(sDam, i, 1) == "d"){
                        dloc = i;
                        i = 100;
                    }
                }
                // if there is no "d" the damage is not random
                if(dloc == 0){
                    dieS = StringToInt(sDam);
                    dieC = 0;
                }else{
                    dieS = StringToInt(GetStringRight(sDam, GetStringLength(sDam) - (dloc + 1)));
                    dieC = StringToInt(GetStringLeft(sDam, dloc));
                } */
 
                // Instead just use a really big switch statement
                // See iprp_damagecost.2da
                switch (dam){
                    case 1:
                    case 2:
                    case 3:
                    case 4:
                    case 5://+1-5
                        dieS = dam; dieC = 0; break;
                    case 6:
                    case 7:
                    case 8:
                    case 9://+1d4 1d6 1d8 1d10
                        dieS = 2*(dam - 4); dieC = 1; break;
                    case 10://+2d6
                        dieS = 6; dieC = 2; break;
                    case 11://+2d8
                        dieS = 8; dieC = 2; break;
                    case 12://+2d4
                        dieS = 4; dieC = 2; break;
                    case 13://+2d10
                        dieS = 10; dieC = 2; break;
                    case 14://+1d12
                        dieS = 12; dieC = 1; break;
                    case 15://+2d12
                        dieS = 12; dieC = 2; break;
                    case 16:
                    case 17:
                    case 18:
                    case 19:
                    case 20:
                    case 21:
                    case 22:
                    case 23:
                    case 24:
                    case 25:
                    case 26:
                    case 27:
                    case 28:
                    case 29:
                    case 30://+6-20
                        dieS = dam - 10; dieC = 0; break;
                }
                SendMessageToPC(oUser, IntToString(dieC)+ "d" + IntToString(dieS) + " " + Get2DAString("iprp_damagetype", "Label", damtype) + " damage");
                // iprp_damagetypes has two unused damage lines, need to "delete" them
                if(damtype > 2)
                    damtype -= 2;
                // the bitshift is because the damage types are 1 2 4 8 etc in nwscript
                damtype = 1 << damtype;
                //Store the values on the arrows themselves
                SetLocalInt(oArrows, "scy_AA_prop" + IntToString(pcount) + "_damtype", damtype);
                SetLocalInt(oArrows, "scy_AA_prop" + IntToString(pcount) + "_diesize", dieS);
                SetLocalInt(oArrows, "scy_AA_prop" + IntToString(pcount) + "_diecount", dieC);
                SetLocalInt(oArrows, "scy_AA_prop" + IntToString(pcount) + "_align", subtype);
            }
            prop = GetNextItemProperty(oArrows);
        }
        // If we have no props, make sure it doesnt check them again
        if (pcount == 0)
            SetLocalInt(oArrows, "scy_AA_prop_count", 255);
        else
            SetLocalInt(oArrows, "scy_AA_prop_count", pcount);
    }
}
 
 
/*void main()
{
effect en = GetArcaneArrowDamage(GetPCSpeaker(), GetPCSpeaker());
ApplyEffectToObject(DURATION_TYPE_INSTANT, en, GetPCSpeaker());
} */
 

Hail:


//::///////////////////////////////////////////////
//:: x1_s2_hailarrow
//:: Copyright © 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    One arrow per arcane archer level at all targets
 
    GZ SEPTEMBER 2003
        Added damage penetration
    Twainer 20/10/2005
        Updated to use my arrow damage functions
        Also uses up arrows now
 
*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:://////////////////////////////////////////////
#include "x0_i0_spells"
#include "scy_aa_inc"
// GZ: 2003-07-23 fixed criticals not being honored
void DoAttack(object oTarget)
{
    //
    int nTouch = TouchAttackRanged(oTarget);
    if (nTouch > 0)
    {
        effect eDamage = GetArcaneArrowDamage(OBJECT_SELF, oTarget, nTouch == 2);
        ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
    }
}
 
void main()
{
 
    object oTarget;
 
    int nLevel = GetLevelByclass(class_TYPE_ARCANE_ARCHER, OBJECT_SELF);
    int i = 0;
    int ntargets = 0;
    float fDist = 0.0;
    float fDelay = 0.0;
 
 
 
    object oArrows = GetItemInSlot(INVENTORY_SLOT_ARROWS);
    if (GetLocalInt(oArrows, "scy_AA_prop_count") == 0)
    {
      StoreArrowDamage(OBJECT_SELF);
    }
    for (i = 1; i <= nLevel; i++)
    {
        oTarget = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, i);
        if (GetIsObjectValid(oTarget) == TRUE)
        {
            fDist = GetDistanceBetween(OBJECT_SELF, oTarget);
            fDelay = fDist/(3.0 * log(fDist) + 2.0);
 
            //Fire cast spell at event for the specified target
            SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 603));
            effect eArrow = EffectVisualEffect(357);
            ApplyEffectToObject(DURATION_TYPE_INSTANT, eArrow, oTarget);
            DelayCommand(fDelay, DoAttack(oTarget));
            ntargets++;
        }
    }
    //SendMessageToPC(OBJECT_SELF, IntToString(ntargets) + " Targets " + IntToString(GetItemStackSize(oArrows)));
    SetItemStackSize(oArrows, GetItemStackSize(oArrows) - ntargets);
    // If they need more arrows than they had (or just enough) destroy the stack
    if (GetItemStackSize(oArrows) - ntargets <= 0)
        DestroyObject(oArrows, fDelay + 0.5);
 
    //recharge the feat
    DelayCommand(10.0f, IncrementRemainingFeatUses(OBJECT_SELF, FEAT_PRESTIGE_HAIL_OF_ARROWS));
}

 
Seeker:

 
//::///////////////////////////////////////////////
//:: x1_s2_seeker
//:: Copyright © 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    Seeker Arrow
     - creates an arrow that automatically hits target.
     - normal arrow damage, based on base item type
 
     - Must have shortbow or longbow in hand.
 
 
     APRIL 2003
     - gave it double damage to balance for the fact
       that since its a spell you are losing
       all your other attack actions
 
     SEPTEMBER 2003 (GZ)
        Added damage penetration
        Added correct enchantment bonus
     Twainer 20/10/2005
        Updated to use my arrow damage funtions
        Does x3 damage (bow crit) instead of x2
        Uses an arrow
*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:://////////////////////////////////////////////
#include "x0_i0_spells"
#include "scy_aa_inc"
void main()
{
    object oTarget = GetSpellTargetObject();
    object oArrows = GetItemInSlot(INVENTORY_SLOT_ARROWS);
    if (GetLocalInt(oArrows, "scy_AA_prop_count") == 0)
    {
      StoreArrowDamage(OBJECT_SELF);
    }
    if (GetIsObjectValid(oTarget) == TRUE){
        effect eDamage = GetArcaneArrowDamage(OBJECT_SELF, oTarget, 1);
        //Fire cast spell at event for the specified target
        SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 601));
        ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
    }
    if (GetItemStackSize(oArrows) == 1)
        DestroyObject(oArrows);
    else
        SetItemStackSize(oArrows, GetItemStackSize(oArrows) -1);
}

Lastly the whole switch statement in the include. This is another problem with AAs as I understand it. The default enhanced arrows only apply for arrows with out properties. This switch statement I believe was meant to override that, however a) it seems a bit off to me. although I am not a scripter, and 'B)' I believe it only applies to hail and seeker (not AA arrows in general), so I would also be interested in any ideas for modifying enhanced arrows (both for seeker and hail, as well as just generally) so that the enhancement applies to arrows with properites, or provides some other sort of bonus.

Cheers all!
Laz
               
               

               


                     Modifié par Lazarus Magni, 04 décembre 2011 - 06:55 .
                     
                  


            

Legacy_WhiZard

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Improving AA abilities
« Reply #1 on: December 04, 2011, 01:49:32 pm »


               EDIT: If the post 40 damage is the issue then the problem could be in the include.
               
               

               


                     Modifié par WhiZard, 04 décembre 2011 - 01:59 .
                     
                  


            

Legacy_Lazarus Magni

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Improving AA abilities
« Reply #2 on: December 04, 2011, 06:58:12 pm »


               Well since I am not really a scripter, perhaps you all can help me understand these a bit more.

The default versions of the scripts don’t use the AA’s equipped arrows either correct? It’s more like a spell (or touch attack) that just does piercing damage isn’t it?

Perhaps it’s just not possible to code this so that it actually uses the AA’s equipped arrows, in which case I guess I should look for some other way to make these useful, or just chalk these abilities up to being worthless in Av3. I am betting however there is a way to improve these.

Am I also correct in my assumption that AA enhanced arrows don’t apply if the arrow has any properties on it? And as far as these scripts relate to these 2 abilities that whole switch statement… am I correct in my interpretation that it is related to the enhancement of the hailed and seeker “arrows”?
               
               

               
            

Legacy_WhiZard

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Improving AA abilities
« Reply #3 on: December 04, 2011, 07:10:28 pm »


               

Lazarus Magni wrote...

Well since I am not really a scripter, perhaps you all can help me understand these a bit more.

The default versions of the scripts don’t use the AA’s equipped arrows either correct? It’s more like a spell (or touch attack) that just does piercing damage isn’t it?

Perhaps it’s just not possible to code this so that it actually uses the AA’s equipped arrows, in which case I guess I should look for some other way to make these useful, or just chalk these abilities up to being worthless in Av3. I am betting however there is a way to improve these.

Am I also correct in my assumption that AA enhanced arrows don’t apply if the arrow has any properties on it? And as far as these scripts relate to these 2 abilities that whole switch statement… am I correct in my interpretation that it is related to the enhancement of the hailed and seeker “arrows”?


This code does use equipped arrows and as far as the include shows it seems to work beautifully at getting the arrow properties and applying damage.  You do need a longbow or shortbow equipped for the system to work, but short of that it works fine.


EDIT: For Hail of arrows I noticed the following bug: destroys the arrows if there are not a sufficient number after decrementing the number (thus if you had 11 and used 6 then the number would reduce to 5 and since 5 is not sufficent the rest of the arrows would be destroyed).

If possible the post 40 include may indicate if anything is awry in applying that damage, but outside of that you probably didn't equip a bow when testing the script.
               
               

               


                     Modifié par WhiZard, 04 décembre 2011 - 07:18 .
                     
                  


            

Legacy_WhiZard

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Improving AA abilities
« Reply #4 on: December 04, 2011, 11:13:28 pm »


               I have one other possibility why this might not be working for you.  Do you get any feedback of a script error from any of the involved scripts when using this ability?  If the post 40 include is faulty (like performing a loop more than 125 times) the engine can terminate the script prematurely.
               
               

               
            

Legacy_Lazarus Magni

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Improving AA abilities
« Reply #5 on: December 04, 2011, 11:14:40 pm »


               I did test with a long bow equiped. It appears that it doesn't actually use the equiped arrows, but rather checks the equiped arrows properties, and than does the same damage types.

The destroy bug, doesn't seem to be a big issue since stack sizes on Av3 are set to 999. A player might lose a few arrows here and there, but I don't think it's a big deal.

The problem I believe, is due to the fact that the core post 40 bonus mele dmg is applied to the toon, and not to the weapon (or in this case the amo), just like it is for divine might. I think what we need is a way to retrieve the damage on the toon, and pass that on to the damage done by these "arrows". This still would not fix it not actually using the real arrows, but would compensate for this.
               
               

               
            

Legacy_Lazarus Magni

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Improving AA abilities
« Reply #6 on: December 04, 2011, 11:15:37 pm »


               We do not get any script errors when using this ability.
               
               

               
            

Legacy_WhiZard

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« Reply #7 on: December 04, 2011, 11:47:27 pm »


               

Lazarus Magni wrote...

I did test with a long bow equiped. It appears that it doesn't actually use the equiped arrows, but rather checks the equiped arrows properties, and than does the same damage types.

It does decrement arrows (unless you are using unlimited ammo).  However, this is not the equivalent to normal firing of arrows as DR penetration is impossible by script (the command EffectDamage() does not work with the penetration argument) and various on-hits will not apply.
The only default attack rolls via script is the touch attack (ranged or melee).  Ranged touch attack respects the dex modifier, the AB bonus on the bow, and the BAB.  You could try to see if your scripters could implement a different attack roll system to suit any custom needs you might have.
On-hit replication would require a lot of script work which may feed into other scripts.

The problem I believe, is due to the fact that the core post 40 bonus mele dmg is applied to the toon, and not to the weapon (or in this case the amo), just like it is for divine might. I think what we need is a way to retrieve the damage on the toon, and pass that on to the damage done by these "arrows". This still would not fix it not actually using the real arrows, but would compensate for this.


When applying damage you could set whatever desired portion of it (and item's tag or resref that is causing it) as a local variable on the target, and then when accessing the target's OnDamaged script you can then check the pertaining local variables.
               
               

               


                     Modifié par WhiZard, 04 décembre 2011 - 11:48 .
                     
                  


            

Legacy_Lightfoot8

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Improving AA abilities
« Reply #8 on: December 05, 2011, 01:49:50 am »


               Question.  

has your iprp_damagecost.2da been modified?   If it has none of the content that has been added to it will be taken into account with the switch  statment that was added to advoid the 2da read.    

If you do change the script to go back to the 2da read.  Modify it so it reads the correct lines from the 2da instead of breaking up the lable to get them.   The 2da reads will be a lot faster then the string functions breaking up the lable.
               
               

               
            

Legacy_Lazarus Magni

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« Reply #9 on: December 05, 2011, 06:57:57 am »


               Well we use CEP 2.3, so yes it has been modified, and this was written in 2005 so it's possible that was pre CEP 2.3? iprp_damagecost.2da has not been modified further, but perhaps you're on to something here Light if this was written for CEP 2.2 or eariler?
               
               

               


                     Modifié par Lazarus Magni, 05 décembre 2011 - 09:27 .
                     
                  


            

Legacy_WhiZard

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« Reply #10 on: December 05, 2011, 12:12:04 pm »


               

Lazarus Magni wrote...

Well we use CEP 2.3, so yes it has been modified, and this was written in 2005 so it's possible that was pre CEP 2.3? iprp_damagecost.2da has not been modified further, but perhaps you're on to something here Light if this was written for CEP 2.2 or eariler?


It is written for the vanilla NWN iprp_damagecost.2da.  If the CEP modified this then use the commented out 2da fetch instead of the switch.
               
               

               
            

Legacy_Lazarus Magni

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« Reply #11 on: December 05, 2011, 07:11:05 pm »


               Thanks Whizard, I will give that a try. So just un-comment the 2da fetch, and comment out the switch I take it?
               
               

               
            

Legacy_WhiZard

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« Reply #12 on: December 05, 2011, 11:14:31 pm »


               Correct, though Lightfoot8 has the excellent idea of replacing the commented out section with

dieC = StringToInt(Get2DAString("iprp_damagecost", "NumDice", dam));
dieS = StringToInt(Get2DAString("iprp_damagecost", "Die", dam));

and then commenting out the switch
               
               

               
            

Legacy_Lazarus Magni

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« Reply #13 on: December 06, 2011, 01:11:20 am »


               This does indeed work, but it seems only to achieve the same effect. The dmg is still woefully low for high level AAs. I am convinced that getting it to retrieve (and deal) the dmg bonus applied to the PC, in addition to what it does now would solve this. Is there no way to retrieve this information and apply it to the effect?
               
               

               
            

Legacy_WhiZard

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« Reply #14 on: December 06, 2011, 01:24:31 am »


               

Lazarus Magni wrote...

This does indeed work, but it seems only to achieve the same effect. The dmg is still woefully low for high level AAs. I am convinced that getting it to retrieve (and deal) the dmg bonus applied to the PC, in addition to what it does now would solve this. Is there no way to retrieve this information and apply it to the effect?


Effect disecting cannot be done.  The components of effects can be stored as local variables by each and every script that produces these effects, however, EffectDamageIncrease() by itself cannot be reduced to its components by script.