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RavenousRat:
What about adding in "Combat" tab % to hit at 50 distance at torso, but show exact ammount, not capped on 95%, so people can calculate aimed shots/bursts/AC.
1) with long ranged weapon perk;
2) without long ranged weapon perk.
The formula is given by TheBob:
--- Quote from: TheBob on December 31, 2009, 06:58:39 am ---the base to hit% is your skill.
- add (PE-2)x16% for all long range weapons(i.e. with a range of 26+) that were already implemented in FO 1, or are upgrades of these weapons, (PE-2)x8% for the rest.
- The scoped hunting rifle gets (PE-2)x20% instead of the x16% if you shoot at a target that is at least 5 hexes away, or no PE-bonus at all for closer enemies.
- It seems the other newly implemented long range weapons in FO 2 are bugged, they only get the (PE-2)x8% while all long range weapons from FO 1 had the (PE-2)x16%.
- deduct 4% per hex between you and your target.
- deduct 20% for each point of ST missing to use the weapon properly.
- accurate weapons get a 20% bonus. All shotguns also get that. Guess it's easier to hit because of the spread.
- deduct the AC of your target after modifying it with the used ammo type.
- darkness, obstructions in the line of fire, and several perks also give boni or mali, which I do not know.
- After all the above modifiers your chance to hit CAN get below 0, but never above 95%.
--- End quote ---
Surce to DL code from Atom:
--- Quote from: Atom on January 03, 2010, 06:31:13 pm ---http://fonlinedocs.netii.net/tohit2.c
A pseudocode version of the to-hit algorithm (it's too long to call it "formula"), as reversed from the FO2 executable.
The notion of long rangedness, scope rangedness and accuracy is based on the weapon perk, a hidden property of weapon present in FO2 (proto offset 0x65).
The following are not implemented in Fonline, due to engine constrains: light level bonus/malus (and hence Night Sight weapon perk), multihex critters blocking the line of fire, difficulty settings (obviously).
--- End quote ---
*Without ST penalty for weapon, obviously;
*With Sharpshooter perk taking in account;
*At 50 distance, so people will add 4% for every hex less than 50 if they don't want 50 as max;
*Again, % to hit shouldn't be capped on 95%, so you can deduct -% for aimed shots and next bullets from burst yourself.
Opera:
Sorry for taking so long to answer.
I think that could be done. Currently I have some other projects going on, so it will take some time.
Opera:
Bit bigger update for FCP this time.
3.0.0
- AJAX (almost 100% realtime)
- Back button
- Public and private builds
- No need to reload the page on level up (faster to make builds)
- Critical chances are now using the new formula
- Builds are saved for 14 days instead of 7
- Drugs are now updated
- Bug fixes
You can try it here
http://www.nitue.net/fcp/
I hope you like it. :)
Nexxos:
HOLY DAMN! That update is VERY COOL. Gonna start bugtesting.
Crazy:
Really nice. Great work!
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