Critical heals not factoring HAPPY_HEAL during bonus

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2 weeks 4 days ago #10347 by Nero
I noticed tonight math seems to be off when a heal crits it does not factor in the healing bonus when HAPPY_HEAL is active.
I am not sure if I am missing the order of operations when it crits or what
It seems to work when it non-crits but I am not sure exactly how to write it for it to work during crits
  case SPELL_HEAL_LIGHT:
  crit_percent = ((rand_number(1,100)) + (GET_SPELL_MODS(ch, DMG_INCREASE_CRITPER)));
      if (affected_by_spell(ch, SPELL_BEACON_OF_HOPE)) {
        crit_percent += 50;
        if (crit_percent > 100) {
            crit_percent = 100;
        }
    }
    if (crit_percent <= 99) {
    if ((IS_HAPPYHOUR && IS_HAPPYHEAL) && (!IS_NPC(ch))) {
    victim_add_hits = (60 + (GET_SPELL_MODS(ch, DMG_INCREASE_HEAL)));
    victim_add_hits += HAPPY_HEAL;
           }
    if ((IS_HAPPYHOUR && !IS_HAPPYHEAL) && (!IS_NPC(ch))) {
    victim_add_hits = (60 + (GET_SPELL_MODS(ch, DMG_INCREASE_HEAL)));
           }
    if ((!IS_HAPPYHOUR) || (IS_NPC(ch))) {
    victim_add_hits = (60 + (GET_SPELL_MODS(ch, DMG_INCREASE_HEAL)));
           }
    send_to_char(victim, "A warm feeling fills your body.\r\n");
               if (victim != ch) {
    act("You heal $N.", FALSE, ch, 0, victim, TO_CHAR);
               }
    to_room = "$n heals $N.";
}
    if (crit_percent >= 100) {
     dam = (60 + (GET_SPELL_MODS(ch, DMG_INCREASE_HEAL)));
     crit_damage = ((dam * (GET_SPELL_MODS(ch, DMG_INCREASE_CRITDMG))) / 100);
     total_damage = (dam + crit_damage);
    if ((IS_HAPPYHOUR && IS_HAPPYHEAL) && (!IS_NPC(ch))) {
     victim_add_hits = (total_damage + HAPPY_HEAL);
           }
    if ((IS_HAPPYHOUR && !IS_HAPPYHEAL) && (!IS_NPC(ch))) {
     victim_add_hits = total_damage;
           }
    if ((!IS_HAPPYHOUR) || (IS_NPC(ch))) {
     victim_add_hits = total_damage;
           }
     send_to_char(victim, "@Y*CRITICAL*@n A warm feeling fills your body.\r\n");
                if (victim != ch) {
     act("@Y*CRITICAL*@n You heal $N.", FALSE, ch, 0, victim, TO_CHAR);
                }
     to_room = "$n heals $N.";
}
    break;

Example:If there's a +20 HAPPY_HEAL Bonus and the player has +99 to healing stats with their gear and buffs and a heal light heals for +60 hp.
  1. Calculate the base healing amount with the bonus (dam): dam = 60 + GET_SPELL_MODS(ch, DMG_INCREASE_HEAL) + HAPPY_HEAL = 60 + 99 + 20 (assuming GET_SPELL_MODS(ch, DMG_INCREASE_HEAL) is 99 and there's a +20 bonus) dam = 179
  2. Calculate the critical damage bonus (crit_damage): crit_damage = (dam * GET_SPELL_MODS(ch, DMG_INCREASE_CRITDMG)) / 100 crit_damage = (179 * 10) / 100 crit_damage = 17.9 (rounded to 18 since healing amounts are typically integers)
  3. Calculate the total critical healing amount (total_damage): total_damage = dam + crit_damage total_damage = 179 + 18 total_damage = 197
So, with the +20 bonus to healing spells per cast and a 10% crit chance, the critical healing amount for the "Heal Light" spell with a base healing amount of 179 should be approximately 197.

However, currently when a heal crits its just calculating dam as 60 + GET_SPELL_MODS(ch, DMG_INCREASE_HEAL) which only equals 159.
That divided by 100 is 15.9 and its only healing for 174-175 hp.

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1 week 5 days ago #10348 by thomas
Well, I tried to just go by your description and started out with a bit of pseudocode.
// calculate the base damage
// if crit
// calculate the critical damage bonus
// calculate the critical healing amount
// otherwise
// just heal without crit

This is how it ended up (note: browser code):
  case SPELL_HEAL_LIGHT:
	// calculate the base damage
	victim_add_hits = 60 + GET_SPELL_MODS(ch, DMG_INCREASE_HEAL); // default value if no special things happen.
	
	if ((IS_HAPPYHOUR && IS_HAPPYHEAL) && (!IS_NPC(ch))) {
		victim_add_hits += HAPPY_HEAL;
	}
    
	
    crit_percent = ((rand_number(1,100)) + (GET_SPELL_MODS(ch, DMG_INCREASE_CRITPER)));
    if (affected_by_spell(ch, SPELL_BEACON_OF_HOPE)) {
      crit_percent += 50;
    }
	
	if (crit_percent >= 100) {
		// wow! you surpassed the crit limit! 
		// calculate the critical damage bonus
		crit_damage = (int)(((float)victim_add_points * GET_SPELL_MODS(ch, DMG_INCREASE_CRITDMG)) / 100);
		// calculate the critical healing amount
        victim_add_points += crit_damage;
		
        send_to_char(victim, "@Y*CRITICAL*@n A warm feeling fills your body.\r\n");
        if (victim != ch) {
            act("@Y*CRITICAL*@n You heal $N.", FALSE, ch, 0, victim, TO_CHAR);
        }
        to_room = "$n heals $N.";
    } else {
            // sorry, no crit
            // just heal without crit
	    send_to_char(victim, "A warm feeling fills your body.\r\n");
        if (victim != ch) {
            act("You heal $N.", FALSE, ch, 0, victim, TO_CHAR);
        }
        to_room = "$n heals $N.";	
    }
    break;

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