int radius = 0; if (_damageType.FixRadius == -1) { radius = getPowerBonus(attack) * _damageType.RadiusEffectiveness; if (_damageType.FireBlastCalc) { radius += 1; } // cap the formula to 11 if (radius > 11) { radius = 11; } if (radius <= 0) { radius = 1; } } else { // unless a blast radius is actually defined. radius = _damageType.FixRadius; } return radius;
Best is simply show code how its done:Code: [Select] int radius = 0; if (_damageType.FixRadius == -1) { radius = getPowerBonus(attack) * _damageType.RadiusEffectiveness; if (_damageType.FireBlastCalc) { radius += 1; } // cap the formula to 11 if (radius > 11) { radius = 11; } if (radius <= 0) { radius = 1; } } else { // unless a blast radius is actually defined. radius = _damageType.FixRadius; } return radius;
Yes, if you set fixed you probably can make explosion on whole map, some XPZ weapons do this.If it use calculated radius then it caped on 11, check rulesets what case this weapon use.