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Question Critical heals not factoring HAPPY_HEAL during bonus

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16 Sep 2023 08:18 #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
Code:
  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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22 Sep 2023 22:00 #10348 by thomas
Well, I tried to just go by your description and started out with a bit of pseudocode.
Code:
// 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):
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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