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Elin:Code Analysis/Combat: Difference between revisions

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If weilding Martial Art Weapon:
If weilding Martial Art Weapon:


Damage Bonus is your empty hand Damage Bonus + '''weapon's''' '''Damage Bonus'''
Damage Bonus is your empty hand Damage Bonus + '''Weapon's''' '''Damage Bonus'''


Dice Number is your empty hand Dice Number + '''weapon's''' '''Dice Number'''
Dice Number is your empty hand Dice Number + '''Weapon's''' '''Dice Number'''


Dice Face is your empty hand Dice Face / 2 + '''weapon's Dice Face'''
Dice Face is your empty hand Dice Face / 2 + '''Weapon's Dice Face'''


Dice Number is your empty hand Dice Number + '''weapon's''' '''Dice Number'''
Dice Number is your empty hand Dice Number + '''Weapon's''' '''Dice Number'''


To Hit Bonus is your empty hand To Hit Bonus + '''weapon's''' '''To Hit Bonus'''
To Hit Bonus is your empty hand To Hit Bonus + '''Weapon's''' '''To Hit Bonus'''


Penetration is your empty hand Penetration  + '''weapon's''' '''Penetration'''
Penetration is your empty hand Penetration  + '''Weapon's''' '''Penetration'''


==Throwing==
==Throwing==
<syntaxhighlight lang="c#" line="1">
if (this.isThrow)
{
    bool flag = this.weapon.HasTag(CTAG.throwWeapon) || this.weapon.HasTag(CTAG.throwWeaponEnemy);
    int num2 = (int)Mathf.Clamp(Mathf.Sqrt((float)(this.weapon.SelfWeight + this.weapon.ChildrenWeight)) * 3f + 25f + (float)(flag ? 75 : 0), 10f, 400f + Mathf.Sqrt((float)this.CC.STR) * 50f);
    int num3 = Mathf.Clamp(this.weapon.material.hardness, flag ? 40 : 20, 200);
    this.weaponSkill = this.CC.elements.GetOrCreateElement(108);
    this.attackType = AttackType.Blunt;
    this.dBonus = (this.CC.IsPCParty ? 3 : 7);
    this.dNum = 2;
    this.dDim = ((this.CC.IsPCParty ? 0 : this.CC.LV) + this.CC.STR + this.CC.Evalue(108)) * num2 * num3 / 10000 / 2;
    this.dMulti = 1f;
    this.toHitBase = EClass.curve(this.CC.DEX / 4 + this.CC.STR / 2 + this.weaponSkill.Value, 50, 25, 75) + (this.CC.IsPC ? 75 : 250);
    this.toHitFix = this.CC.HIT + this.weapon.HIT;
    this.penetration = 25;
}
</syntaxhighlight>The player throw the item from hand returning or not using the Throwing skill.
Attack Type is always '''Blunt'''
Weight Value is '''√Throwing Item Weight * 3 + if''' '''is Throwing Weapon: 75''' else '''0''', with floor of '''10''' to ceiling of '''400''' + '''√(Strength * 50)'''
Material Value is '''Material Hardness''', with floor of '''if''' '''is Throwing Weapon: 40''' else '''0''' to ceiling of '''200'''
Dice Number is always '''2'''
Dice Face is ('''if isn't Player Character: Character Level''' + '''Strength''' + '''Throwing''' ) * '''Weight Value''' * '''Material Value / 10000 / 2'''
Accuracy is ('''Dexterity''' / 4 + '''Strength''' / 2 + '''Throwing''') with a minimum value of '''25+50''' and a maximum of '''75+50 +''' ('''if is Player Character: 75''' else '''250''' )
To Hit bonus is '''Character To Hit Bonus''' + '''Weapon's''' '''To Hit Bonus'''
Damage bonus is '''if is Player Character: 3''' else 7
Damage Multiplier is always '''1'''
Penetration is always '''25'''
[[Category:EN]]
[[Category:EN]]
[[Category:Elin Spoiler]]
[[Category:Elin Spoiler]]
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