Combat damage h.nss

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Revision as of 19:37, 28 October 2009 by Georg Zoeller (Talk | contribs) (Notable Functions)

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Overview

combat_damage_h.nss handles the core rule resolution logic for non-spell damage.


Notable Functions

GetCriticalDamageModifier

Returns the multiplier for critical hit damage.

const float COMBAT_CRITICAL_DAMAGE_MODIFIER = 1.5f; // critical hits increase damage by up to this factor.
 
float GetCriticalDamageModifier(object oAttacker)
{
    return COMBAT_CRITICAL_DAMAGE_MODIFIER + (GetCreatureProperty(oAttacker, 54 /*PROPERTY_ATTRIBUTE_CRITICAL_RANGE*/) / 100.0);
}


Combat_Damage_GetBackstabDamage

Determines the backstab damage given attacker and attack damage. (weapon is passed in for future use) Note: This function was slightly modified from the toolset version to remove some non-essential elements for clarity.

float Combat_Damage_GetBackstabDamage(object oAttacker, object oWeapon, float fDamage)
{
    //  ------------------------------------------------------------------------
    // Each backstab is an auto crit.
    //  ------------------------------------------------------------------------
    fDamage *= GetCriticalDamageModifier(oAttacker);
 
    // -------------------------------------------------------------------------
    // Exploit Weakness:  Backstab Damage + max(CUN-10,0) / 3.0
    // -------------------------------------------------------------------------
    if (HasAbility(oAttacker,ABILITY_TALENT_EXPLOIT_WEAKNESS))
    {
        float fBase = MaxF(0.0,(GetAttributeModifier(oAttacker,PROPERTY_ATTRIBUTE_CUNNING)/3.0)) ;
        float fMod = MaxF(0.2,RandomFloat());
        fDamage += (fBase * fMod);
    }
 
    return fDamage;
}