Eksekk wrote: ↑06 Sep 2022, 11:41 Dumb question, did you save the file after pasting it? Also did you make any other modifications to game files? I used vanilla MM7 with Grayface patch and MMExtension when making this script, nothing else.
How do you determine you've got old critical hit? Remember, only basic dagger damage is multiplied (only "2d2 + 4" stuff, so for example from 7 you get 21), not enchantments or GM bonuses. Second, mobs have physical resistance, which can greatly reduce the damage and make new crit look like old. Make sure you're testing it on mobs without it (I found adventurers on emerald island are a good target, just do "for k, v in Map.Monsters do v.HP = 20000 end" (ctrl + f1, paste, ctrl + enter to execute) so mobs have a ton of hp and don't die immediately). When I did that, every time critical hit message popped up the damage was visibly increased. I didn't notice any old critical hits.
Oh, and to make yourself not die and be able to test easily execute "for _, pl in Party do pl.Skills[const.Skills.Dagger] = JoinSkill(60, const.GM); pl.HP = 20000 end; for i = 1, 20 do evt.GiveItem{Type = const.ItemType.Dagger} end", that will give you daggers, 60GM dagger skill and a ton of HP.
Yeah i saved it and im also using vanilla MM7 with Grayface patch and MMExtension. But you are right, at first i was testing it on Dragons, and now tested on emerald island and yea, most criticals now are great! +125 dmg.
but from time to time, but quite rare, theres 1 crit for normal damage. like most of crits are around 170 dmg, so sometimes theres 1 crit for my normal dmg = ~40 dmg
maybe its just some bug, but it doesnt matter now its really great! Thank you!!
The only thing i dont like is the strong mobs physical resistance. because on low/normal mobs the critical hit works great, i can see the damage boost.
But on stronger mobs i cant see it really so much (because like you said "mobs have physical resistance, which can greatly reduce the damage and make new crit look like old")
but it looks really crazy. sometimes i can see critical hit for 190, and sometimes for 11 dmg or even 2 dmg Xd
So my probably last question about daggers is:
is it possible to make the +50 / +125 damage to be always done? maybe is it possible to somehow change it to not-physical or something other, like some Pure damage?
i mean, whenever i will make the crit, so there will be always bonus 50 dmg on Master and 125 bonus on GM.
even if i do 1 dmg(because of physical reduction) and theres critical hit so it will be 1+125 = 126
i was thinking maybe it could be changed from physical damage to some magic damage, but im not sure magic damage works right.
because i was testing some script from Grayface site:
Spells Damage
Change damage of spell 2 – Flame Arrow. You can also make damage depend on t.Mastery (skill mastery) and t.HP (monster hit points).
"local function Randoms(min, max, count)
local r = 0
for i = 1, count do
r = r + math.random(min, max)
end
return r
end
function events.CalcSpellDamage(t)
if t.Spell == 2 then -- Flame Arrow
t.Result = 100 + Randoms(1, 100, t.Skill) -- 100 + (1-100) per skill level
end
end"
i tested it on some weak mobs, which have some small fire magic reduction like 5-10% like Troglodyte or Swordsman or Raider
the script says that flame arrow will now hit always 100 dmg + some random dmg based on skill level right?
so with skill level 1 of fire magic hits should be around 100-200
and they are, but sometimes i can see hits like 26 dmg, 54 dmg
Also, i will maybe try to change Thief a bit in future and was trying to put the Thief script from Grayface site:
"function events.CalcStatBonusBySkills(t)
if t.Result ~= 0 and t.Stat == const.Stats.MeleeDamageBase then -- t.Result ~= 0 is for speedup
local sk, mas = SplitSkill(t.Player.Skills[const.Skills.Dagger])
if mas >= const.GM then
local it = t.Player:GetActiveItem(const.ItemSlot.MainHand)
if it and it:T().Skill == const.Skills.Dagger then
t.Result = t.Result + sk
end
end
end
end"
but like you said before, it wasnt working because of something
is there way to make it work?
i was trying to copy it to yours Buffdaggers.lua, but sadly didnt work
thanks!!