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Comment History
viper229
viper229 - - 7 comments @ Gladiator2021. Classic mod updated

=======
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)
######

Good karma+1 vote
viper229
viper229 - - 7 comments @ Gladiator2021. Classic mod updated

find in DAMAGE.PY

# 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 not (Shielded and effective_damage<=0):
if weaponData and len (weaponData) > 6:
for special in weaponData[6:]:
special_resistance= me.Data.GetResistance(special[0])

if SpecialDamageFuncs.has_key(special[0]):
special_damage_func= SpecialDamageFuncs[special[0]]
special_damage= special_damage + special_damage_func (special, special_resistance, effective_damage, VictimName, AttackerName, WeaponName, DamageType, DamageZone, DamageNode, x, y, z, Shielded)
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_damage + special[1]*(1.0-special_resistance)

effective_damage= effective_damage + special_damage

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

me.Data.RespondToHit(me.Name, AttackerName, effective_damage, DamageType, DamageZone, Shielded)

Good karma+1 vote
viper229
viper229 - - 7 comments @ !!!UPDATED 2023!!!viper229 addon/mod for MechWarrior 4 Merc Mekpak3.1

With Weapons won't be any changes further - its finished; with mechs there is a problem when armour/healthpoints works weird with different mechs, and after realization, that there will be NO balance - I'm stopping doing something....
.. so it's just for fuN

Good karma+1 vote
viper229
viper229 - - 7 comments @ Image 3

And LongTom is like "better" than RailGun???!!?!?!?!?!

Good karma+1 vote
viper229
viper229 - - 7 comments @ Mech Variants, v7

I'm sorry - Is this going to work in campaign with enemy bots??
or it's just some loadouts..?

Good karma+1 vote
viper229
viper229 - - 7 comments @ BLADE - Reborn, First Version (English)

Hey something wrong with the archive!!!!!

Good karma+2 votes
viper229
viper229 - - 7 comments @ BLADE - Reborn, First Version (English)

Hey SrRaulCL !
... and nobody post a comment... ...for a month... :( ....need to advertise :)

Good karma+1 vote