=======
And REPLACE IT with this =====================================
# personal magical resistance can reduce this damage
damage_resistance= me.Data.GetResistance(DamageType)
if damage_resistance != 0.0:
if PrintFormula==1:
print "Resistance to "+DamageType+" at "+`damage_resistance`+" changes the effective_damage to "+`effective_damage*(1.0-damage_resistance)`
effective_damage= effective_damage*(1.0-damage_resistance)
# store the damage type for later processing
if effective_damage>0:
me.Data.LastDamageType= DamageType
# special damage e.g. Fire, poison,
special_damage= 0.0
#############################################################
if shieldF > 0:
if (shieldF - effective_damage) < 0:
me.Data.Energy2Lose= effective_damage - shieldF
special_damage=0
#effective_damage=0
effective_damage= max ((effective_damage - shieldF), 0)
me.Data.RespondToHit(me.Name, AttackerName, basic_damage, DamageType, DamageZone, Shielded)
###
else:
if weaponData and len (weaponData) > 6:
for special in weaponData[6:]:
special_resistance= me.Data.GetResistance(special[0])
#if special damage activated by combo then special[0], else special[1]
if SpecialDamageFuncs.has_key(special[0]):
special_damage_func= SpecialDamageFuncs[special[0]]########animF WILL GIVE SOME EXTRA ELEMENTAL DAMAGE
special_damage= special_damage + (animF * special_damage_func (special, special_resistance, effective_damage, VictimName, AttackerName, WeaponName, DamageType, DamageZone, DamageNode, x, y, z, Shielded))########animF with elemental damage will give some extra elem dmg
if PrintFormula==1:
print "Special damage type "+`special[0]`+" (resisted at "+`special_resistance`+") adds "+`special_damage`+" to effective damage."
else:
if PrintFormula==1:
print "Special damage type "+`special[0]`+" (resisted at "+`special_resistance`+") adds "+`special[1]`+" to effective damage."
special_damage= special[1]*-(-1.0+special_resistance)
effective_damage= effective_damage + special_damage
#effective_damage= effective_damage + (special_damage * animF)
me.Data.RespondToHit(me.Name, AttackerName, effective_damage, DamageType, DamageZone, Shielded)
if(not Shielded) and (DamageType=="Impale" or DamageType=="Slash") and Bladex.GetBloodLevel()>0:
me.Data.TakeBleedingImpact= effective_damage
else:
me.Data.TakeBleedingImpact= 0
prevLife=me.Life
if not me.Data.Invincibility:
me.Life= me.Life - effective_damage
if effective_damage>0:
me.Data.Mutilate= me.Life <= 0 and DamageType=="Slash"
else:
me.Data.Mutilate= 0
if not Shielded:
effective_damage=1.0
if thrown_flag==1:
try:
if me.Data.Respond2Thrown:
me.Data.Respond2Thrown(me.Name,AttackerName)
except AttributeError: pass
###### =OUTDATED============
### me.Data.RespondToHit(me.Name, AttackerName, basic_damage, DamageType, DamageZone, Shielded)
######
viper229
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