FOnline Development > Share Your Work

FOnline Character Planner

<< < (37/96) > >>

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!

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version