Troll n roll wrote: ↑Thu Nov 07, 2019 3:53 am
Mike wrote: ↑Wed Nov 06, 2019 7:16 pmAs for hitting the same amount on different targets, I'm not able to reproduce this issue. Every time I hit a player in a multicombat in the wilderness, players next to them take a (different) random amount of damage, usually lower than the primary target since the second hit only has half the max hit of the first, and the third hit only has 25% of the max hit of the first.
Every now and then it does happen that you hit the same amount on two targets, but that seems perfectly normal considering it's random.
How does it decide which target is 2nd and 3rd? I tested 50 hits on 3 players, the players on the left and right were both being hit for 50% of the max damage, but it seemed preferential that the right player was secondary (might just be the small sample size).
Code: Select all
L C R
1 25 6
1 14 3
4 19 3
0 0 0
5 13 2
4 1 0
3 3 9
6 6 0
5 4 12
2 2 12
4 1 6
0 1 0
1 16 0
6 23 4
3 15 4
6 6 0
6 19 8
4 3 4
3 10 1
5 5 10
2 8 2
2 2 3
1 15 4
6 20 8
3 5 11
0 3 0
1 1 4
6 3 0
2 11 0
4 4 12
5 10 5
2 10 8
3 2 1
5 11 10
3 3 4
0 12 0
3 12 3
4 15 6
2 2 2
5 5 5
3 1 3
7 21 7
3 23 4
2 18 3
10 13 10
11 14 11
1 1 5
2 11 7
4 7 9
4 1 0
-------------------
3.5 9 4.6 AVG
On the pid (as in, the order in which you are in the players array), therefore it does not depend on whether you are standing left or right of the main target, but on the order in which your character is being processed during the hit.
Generally, players are processed in a random order each cycle to ensure fairness in fights. However, this does not apply to attacks that hit multiple targets such as the scythe - there, only the pid matters. Ideally, it would probably be best to randomize those as well, but I haven't gotten around to that yet.
In your tests, assuming all players kept standing in the same positions (and didn't log out or switch left to right), the results seem to be correct, except for the 2 lines where you hit 10/10 and 11/11 on both of the targets, could they simply be wrongly registered?
I did a bit of testing myself (with debug info about my max hit on each player) and it did seem to correctly register 100% max hit on the main target, 50% on the second target and 25% on the third.
Isaac wrote: ↑Thu Nov 07, 2019 11:38 am
The scythe animation, i.e the red swipe, is currently too fast for the attack animation.
I noticed that as well, but if I delayed it with one more game tick, it would show far too late and look even worse in comparison. Since I couldn't find the ID of the exact swipe graphical effect for the scythe, this is what I had to settle on :/