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Gladiator2021 is Classic Gladiator Mod by Josh Dahlby with Addon by Shyrka updated to work in both 2001 release and 2021 reissue of the Game.

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Gladiator2021 is Classic Gladiator Mod by Josh Dahlby with Addon by Shyrka updated to work in both 2001 release and 2021 reissue of the Game.

There are plenty of custom maps for Gladiator mod but many of them need updates themselves to work in reissue. So this release includes 2 recommended custom maps. In the future I will update some of other custom maps and upload them here: Moddb.com

Glad2021 mp4 20220129 161600 321

Glad2021 mp4 20220129 161615 299

Comments
viper229
viper229 - - 7 comments

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)

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viper229
viper229 - - 7 comments

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

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