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Author Topic: [OLD] Old OXCE discussion thread  (Read 663809 times)

Offline robin

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Re: [OXCE] OpenXcom Extended
« Reply #1545 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 #1546 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 #1547 on: June 12, 2018, 11:39:43 pm »
Thanks!

Offline robin

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Re: [OXCE] OpenXcom Extended
« Reply #1548 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 #1549 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 #1550 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 #1551 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 #1552 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 #1553 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 #1554 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 #1555 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.

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1556 on: June 18, 2018, 07:19:55 pm »
I usually do not do UI Improvements. Another this I have already long TODO list, and not enough time to finish all thing I want to do.

Online Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1557 on: June 26, 2018, 02:27:54 pm »

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1558 on: June 26, 2018, 10:13:48 pm »
Side effect of unification of damage handling. Probably ohartenstein23 suggestion to reduce default values will work, not same but usually indistinguishable.

Online Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1559 on: July 05, 2018, 03:09:41 pm »
Side effect of unification of damage handling. Probably ohartenstein23 suggestion to reduce default values will work, not same but usually indistinguishable.

Fix and new option to use OXC or OXCE method: https://github.com/MeridianOXC/OpenXcom/commit/c0219ef9c78fde1ceb28e86371b8614687b35186
« Last Edit: July 05, 2018, 03:14:39 pm by Meridian »