Difference between revisions of "@Damage"
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==Notes== | ==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: | |
<spherescript>local.success = <eval <MaxHits>*16> | <spherescript>local.success = <eval <MaxHits>*16> | ||
Line 49: | Line 49: | ||
So if a random number between 1 and MaxHits*16 is higher than the damage dealt, there's no damage. | 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: | Here's a damage formula to force damage: |
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