SKrnPride Posted August 14, 2016 Share Posted August 14, 2016 I have made up a modded character that is basically a copy paste of Wigfrid's life on attack passive. I would like to know which values determine how much on attack recovery she gets back. Heres the code for reference: Spoiler local function onattack(inst, data) local victim = data.target if not inst.components.health:IsDead() and IsValidVictim(victim) then local total_health = victim.components.health:GetMaxWithPenalty() local damage = data.weapon ~= nil and data.weapon.components.weapon.damage or inst.components.combat.defaultdamage local percent = (damage <= 0 and 0) or (total_health <= 0 and math.huge) or damage / total_health --math and clamp does account for 0 and infinite cases local delta = math.clamp(victim.components.combat.defaultdamage * .25 * percent, .33, 2) --decay stored battleborn if inst.battleborn > 0 then local dt = GetTime() - inst.battleborn_time - BATTLEBORN_STORE_TIME if dt >= BATTLEBORN_DECAY_TIME then inst.battleborn = 0 elseif dt > 0 then local k = dt / BATTLEBORN_DECAY_TIME inst.battleborn = Lerp(inst.battleborn, 0, k * k) end end --store new battleborn inst.battleborn = inst.battleborn + delta inst.battleborn_time = GetTime() --consume battleborn if enough has been stored if inst.battleborn > BATTLEBORN_TRIGGER_THRESHOLD then inst.components.health:DoDelta(inst.battleborn, false, "battleborn") inst.components.sanity:DoDelta(inst.battleborn) inst.battleborn = 0 end end end Link to comment Share on other sites More sharing options...
Mobbstar Posted August 14, 2016 Share Posted August 14, 2016 local delta = math.clamp(victim.components.combat.defaultdamage * .25 * percent, .33, 2 This is the line you are looking for. Lower or raise all numbers a little. You should consider adjusting BATTLEBORN_TRIGGER_THRESHOLD as well. Link to comment Share on other sites More sharing options...
SKrnPride Posted August 14, 2016 Author Share Posted August 14, 2016 Thank you good sir Link to comment Share on other sites More sharing options...
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