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Fix typo (should be Strength, not Luck). Use GMSTs for strength damage.
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2 changed files with 9 additions and 1 deletions
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@ -252,6 +252,8 @@ namespace MWClass
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fKnockDownMult = gmst.find("fKnockDownMult");
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fKnockDownMult = gmst.find("fKnockDownMult");
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iKnockDownOddsMult = gmst.find("iKnockDownOddsMult");
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iKnockDownOddsMult = gmst.find("iKnockDownOddsMult");
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iKnockDownOddsBase = gmst.find("iKnockDownOddsBase");
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iKnockDownOddsBase = gmst.find("iKnockDownOddsBase");
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fDamageStrengthBase = gmst.find("fDamageStrengthBase");
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fDamageStrengthMult = gmst.find("fDamageStrengthMult");
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inited = true;
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inited = true;
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}
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}
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@ -524,7 +526,8 @@ namespace MWClass
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if(attack)
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if(attack)
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{
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{
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damage = attack[0] + ((attack[1]-attack[0])*stats.getAttackStrength());
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damage = attack[0] + ((attack[1]-attack[0])*stats.getAttackStrength());
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damage *= 0.5f + (stats.getAttribute(ESM::Attribute::Luck).getModified() / 100.0f);
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damage *= fDamageStrengthBase->getFloat() +
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(stats.getAttribute(ESM::Attribute::Strength).getModified() * fDamageStrengthMult->getFloat() * 0.1);
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if(weaphashealth)
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if(weaphashealth)
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{
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{
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int weapmaxhealth = weapon.get<ESM::Weapon>()->mBase->mData.mHealth;
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int weapmaxhealth = weapon.get<ESM::Weapon>()->mBase->mData.mHealth;
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@ -1254,4 +1257,7 @@ namespace MWClass
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const ESM::GameSetting *Npc::fKnockDownMult;
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const ESM::GameSetting *Npc::fKnockDownMult;
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const ESM::GameSetting *Npc::iKnockDownOddsMult;
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const ESM::GameSetting *Npc::iKnockDownOddsMult;
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const ESM::GameSetting *Npc::iKnockDownOddsBase;
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const ESM::GameSetting *Npc::iKnockDownOddsBase;
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const ESM::GameSetting *Npc::fDamageStrengthBase;
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const ESM::GameSetting *Npc::fDamageStrengthMult;
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}
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}
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@ -36,6 +36,8 @@ namespace MWClass
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static const ESM::GameSetting *fKnockDownMult;
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static const ESM::GameSetting *fKnockDownMult;
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static const ESM::GameSetting *iKnockDownOddsMult;
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static const ESM::GameSetting *iKnockDownOddsMult;
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static const ESM::GameSetting *iKnockDownOddsBase;
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static const ESM::GameSetting *iKnockDownOddsBase;
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static const ESM::GameSetting *fDamageStrengthBase;
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static const ESM::GameSetting *fDamageStrengthMult;
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public:
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public:
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