Reply to Getting the damage/hit value
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Just going through the Combat stuff
Is it possible to retrieve the exact amount of damage being done either by Dink or by an enemy sprite in a strike?
I found The Prophet's post on this, but it doesn't account for the fact that the initial strength of attack varies/is random as per the DinkC Reference
Step 1. When Dink or a monster hits the other, a number of hitpoints is randomly selected from the upper half of its strength range. In DinkC terms, you might write it like this:
Perhaps something clever can be done with sp_custom here - I still haven't got my head around this stuff, looking through magicman's persistent loot scripts... I tried to set sp_nohit() to 1 in these custom procedures so that the smashing sound of the barrel doesn't repeat all the time which I was getting in my dmod, and happens in the Persistent Loot dmod as well, but it had no effect.
Is it possible to retrieve the exact amount of damage being done either by Dink or by an enemy sprite in a strike?
I found The Prophet's post on this, but it doesn't account for the fact that the initial strength of attack varies/is random as per the DinkC Reference
Step 1. When Dink or a monster hits the other, a number of hitpoints is randomly selected from the upper half of its strength range. In DinkC terms, you might write it like this:
int &hit_work = sp_strength(enemySprite, -1); int &hits = math_mod(&hit_work, 2); &hit_work / 2; int &add_remainder = &hit_work; &add_remainder += &hits; &hits = random(&add_remainder, &hit_work); &hits += 1;
Perhaps something clever can be done with sp_custom here - I still haven't got my head around this stuff, looking through magicman's persistent loot scripts... I tried to set sp_nohit() to 1 in these custom procedures so that the smashing sound of the barrel doesn't repeat all the time which I was getting in my dmod, and happens in the Persistent Loot dmod as well, but it had no effect.