Difference between revisions of "@Damage"

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(Created page with '==Description== This trigger fires when an item receives damage. Fires on: * Items ==References== The following object references are explicitly available for this trigge...')
 
(Notes)
 
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| [[I]] || The [[Items|item]] taking damage.
 
| [[I]] || The [[Items|item]] taking damage.
 
|-
 
|-
| [[SRC]] || The [[Characters|character]] responsible for the damage.
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| [[SRC]] || The [[Characters|character]] responsible for the damage, in the case of a weapon, it's the [[Characters|character]] that receive the hit.
 
|}
 
|}
 
  
 
==Arguments==
 
==Arguments==
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|}
 
|}
  
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==Notes==
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Damage function in items doesn't mean the amount of hitpoints receiving but a chance to receive 1 point of damage, so by default Sphere is using this formula to calc the chace of receive damage:
 +
 +
<spherescript>local.success = <eval <MaxHits>*16>
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if (<r<local.success>> > damage)
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return 1// and block the damage
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endif</spherescript>
 +
 +
So if a random number between 1 and MaxHits*16 is higher than the damage dealt, there's no damage.
 +
 +
In a PickAxe with 45 Hits it will mean that a number higher than 720 (45*16) have to be given to force one point of damage.
 +
 +
Here's a damage formula to force damage:
 +
<spherescript>
 +
damage=<eval <maxhits>*16>,<src>,dam_physical
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</spherescript>
  
 
[[Category: Reference Compendium]]
 
[[Category: Reference Compendium]]
 
[[Category: Triggers]]
 
[[Category: Triggers]]

Latest revision as of 12:10, 22 July 2014

Description

This trigger fires when an item receives damage.


Fires on:


References

The following object references are explicitly available for this trigger:

Name Description
I The item taking damage.
SRC The character responsible for the damage, in the case of a weapon, it's the character that receive the hit.

Arguments

The following arguments are set for this trigger. If an argument is marked as "In" then a value will be passed in to the trigger, if an argument is marked as "Out" then it can be set to a value to affect Sphere's behaviour:

Argument In/Out Description
ARGN1 I The amount of damage being applied.
ARGN2 I The damage attributes.


Return Values

The following return values are explicitly defined for this trigger:

Return Value Description
1 Prevents the item from being damaged.


Notes

Damage function in items doesn't mean the amount of hitpoints receiving but a chance to receive 1 point of damage, so by default Sphere is using this formula to calc the chace of receive damage:

local.success = <eval <MaxHits>*16>
if (<r<local.success>> > damage)
    return 1// and block the damage
endif

So if a random number between 1 and MaxHits*16 is higher than the damage dealt, there's no damage.

In a PickAxe with 45 Hits it will mean that a number higher than 720 (45*16) have to be given to force one point of damage.

Here's a damage formula to force damage:

damage=<eval <maxhits>*16>,<src>,dam_physical