Author Topic: Old OXCE discussion thread  (Read 325832 times)

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1545 on: June 09, 2018, 12:04:14 am »
For your commit, I think better would be if you use something like `(_action.weapon->getActionConf(_action.type) && _action.weapon->getActionConf(_action.type)->arcing)`, it will be more future proof.

For diffrence in in AI, you are correct, in `AIModule::think` the `getUtilityWeapon` is use, this mean OXCE is inconsistent. Correct fix is use `getUtilityWeapon`.

Offline ohartenstein23

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Re: [OXCE] OpenXcom Extended
« Reply #1546 on: June 09, 2018, 01:48:34 am »
Would you like me to amend the commit for the arcing shot configuration and send a new link?

Do you want a commit for the melee attack fix?

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1547 on: June 09, 2018, 01:10:04 pm »
Yes for both, btw in `awardExperience` we have too arcing test, probably would be good add this new functionality there too.

Offline ohartenstein23

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Re: [OXCE] OpenXcom Extended
« Reply #1548 on: June 09, 2018, 05:28:07 pm »
Here's the commit for the changes to arcing shots, I updated the check in ProjectileFlyBState and in AIModule (might be OXCE+ only), but I can't include this check in TileEngine::awardExperience, as the action type is not passed to the function.

Here's the fix for AI melee attacks at the end of a charge.
« Last Edit: June 19, 2018, 11:53:38 pm by ohartenstein23 »

Offline robin

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Re: [OXCE] OpenXcom Extended
« Reply #1549 on: June 12, 2018, 10:50:11 pm »
If i want the melee weapon to inflict base (before 0-200%) damage == current hit points:
Code: [Select]
    power: 0
    meleeMultiplier:
      healthCurrent: 1.0
or
Code: [Select]
    power: 0
    damageBonus:
      healthCurrent: 1.0
?

Online Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1550 on: June 12, 2018, 10:57:26 pm »
it's damageBonus

(meleeMultiplier affects accuracy)

Offline robin

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Re: [OXCE] OpenXcom Extended
« Reply #1551 on: June 12, 2018, 11:39:43 pm »
Thanks!

Offline robin

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Re: [OXCE] OpenXcom Extended
« Reply #1552 on: June 13, 2018, 09:55:07 pm »
help with math

i'd like to define a weapon that inflicts a lot of fatal wounds (and lesser normal damage), and i thought about this as an example:

Code: [Select]
power: 50
damageAlter:
  ToHealth: 0.5
  ToWound: 3.0

so, let say the shot deals perfectly average damage =  50 dmg
50 - 30 from an hypothetical armor = 20
20 * ToHealth = 10 final effective damage to the unit
since the final damage >= 10, then --> 3 to 9 points of fatal wounds (1 to 3 * ToWound)

right?

Thanks


p.s. do i also need to explicitly add RandomWound: false for ToWound to work?




 



« Last Edit: June 13, 2018, 10:00:53 pm by robin »

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1553 on: June 13, 2018, 10:08:41 pm »
`RandomWound`:
  `true` <- mean normal 1-3 wounds calculated like on ufopaedia (more`ToWound` increases only probability)
  `false` <- mean `round(damageThatPassArmor*ToWound)`

And one imporat difference "finall damge" is `(reststs*damage) - armor`, `ToHealth` and `ToWound` are independent, you can do 0 to health but still bleed unit out.

Offline robin

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Re: [OXCE] OpenXcom Extended
« Reply #1554 on: June 13, 2018, 10:14:51 pm »
  `false` <- mean `round(damageThatPassArmor*ToWound)`
so 10 damage with "ToWound: 3.0" would inflict 30 points of fatal wounds?

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1555 on: June 14, 2018, 01:29:23 am »
Yes, but if you want you can drop script that will overwrite it in any way you want.

Offline robin

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Re: [OXCE] OpenXcom Extended
« Reply #1556 on: June 14, 2018, 11:16:59 pm »
powerRangeReduction: 0.1

Does that means the "power" is reduced by 10% each tile after "powerRangeThreshold" ?

Offline ohartenstein23

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Re: [OXCE] OpenXcom Extended
« Reply #1557 on: June 14, 2018, 11:34:54 pm »
Not by 10%, but by a flat 0.1, or 1 power every 10 tiles.

Offline robin

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Re: [OXCE] OpenXcom Extended
« Reply #1558 on: June 14, 2018, 11:38:14 pm »
Not by 10%, but by a flat 0.1, or 1 power every 10 tiles.
thanks!

Offline Ethereal

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Re: [OXCE] OpenXcom Extended
« Reply #1559 on: June 18, 2018, 07:09:30 am »
Hi, Yankes, maybe you are interested in this proposal?
https://openxcom.org/forum/index.php/topic,4187.msg98086.html#msg98086
The translator creaked and smoked, but I'm still not sure that everything has been translated correctly.