I believe if the chance = 1.0, it is no modification. less than 1 is lower hit chance, greater than one is higher.
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Does this applies ot AGi rule.. or which? =)
if yes, how does this reads in terms of X AGI to Y dodge chance? or something? |
The con scaling is fairly simple:
(Character, UseXPConScaling) (Character, LightBlueModifier) (Character, BlueModifier) (Character, WhiteModifier) (Character, YellowModifier) (Character, RedModifier) If UsXPConScaling is true then you scale npc death exp to this con system. The other rules simply state how much that con is supposed to give, so WhiteModifier is default 100 so white cons give 100% experience, red 150 - 150% exp, light blue 40 - 40% exp etc. Agil hit factor simply defenders agil * this number = how much % chance to hit they gain. It's additive so 310 agil is exactly 3.1% chance less to be hit if this is default. |
thank you for replying KLS!
I assume 1 is default for AGI? then if I set it to say 2, then 310 AGI produces 6.2% effect? |
Default is 0.01, but yes if you change it to 0.02 it will be 6.2%, if you change it to 0.015 it will be 4.65% etc.
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ok got it, thanks =)
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Quote:
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they are in DB rule section
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Rules are always settable in the db, if they don't exist in the db they use the default value but you can still set them in game from #rules setdb.
I actually try to get away from compile options where I can, in fact I added two new rules that were compile options before today. |
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