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|(92) | |(92) | ||
|Penetration | |Penetration | ||
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|- | |||
|(108) | |||
|Throwing | |||
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|- | |- | ||
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If weilding Martial Art Weapon: | If weilding Martial Art Weapon: | ||
Damage Bonus is your empty hand Damage Bonus + ''' | Damage Bonus is your empty hand Damage Bonus + '''Weapon's''' '''Damage Bonus''' | ||
Dice Number is your empty hand Dice Number + ''' | Dice Number is your empty hand Dice Number + '''Weapon's''' '''Dice Number''' | ||
Dice Face is your empty hand Dice Face / 2 + ''' | Dice Face is your empty hand Dice Face / 2 + '''Weapon's Dice Face''' | ||
Dice Number is your empty hand Dice Number + ''' | Dice Number is your empty hand Dice Number + '''Weapon's''' '''Dice Number''' | ||
To Hit Bonus is your empty hand To Hit Bonus + ''' | To Hit Bonus is your empty hand To Hit Bonus + '''Weapon's''' '''To Hit Bonus''' | ||
Penetration is your empty hand 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]] |
edits