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  1. #1
    goco79's Avatar
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    Lightbulb Damage percentage counter

    Hey! I think some (or one) of you sexy mofos (Insert silly vibe here) should make us a damage percentage counter! I'm not sure if it's been heard of before, so I'll elaborate.
    In essence, it would be a live on-screen percentage meter that displays how much damage you have dealt to the monster in correlation to the percentage of damage another player deals.

    For example, you've just rushed Septavius and some kid is anchoring by the portal. You manage to get a few hits in with your rogue, and he teleports and spellbombs Septavius. It would tell you that you have "x%" of damage dealt, and the kid has "x%" of damage dealt.


    If at all possible, I feel the easiest way this could be done is to have the percentages, in green text, overhead the monster. I'm not sure how it would work on Oryx though, as there would be many players dealing damage, and it would just flood your screen. So for that part you can improvise. Anyways, thanks in advance!
    Last edited by goco79; 06-27-2014 at 07:43 PM.

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  3. #2
    nilly's Avatar
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    Not a bad idea. I'm curious if it would be accurate. Does anyone know if the damage dealt by other players a clientside effect or does the server actually send to your client the damage numbers when others damage a mob?
    Be careful, stray too far from the pack and you'll get lost.

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  5. #3
    goco79's Avatar
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    I did indeed take into consideration the possible lack of accuracy. I feel that if damage dealt by other players is server-side, it would be quite easy to design the modification to detect and intercept the packet containing the damage count, take your damage count, and find the percentage of damage dealt to the monster. Although, I think this would mean the person making the modification would have to enter in ALL the HP of every monster..
    Perhaps I'm over-thinking it and there's a much simpler way to do this. I'm no coder, so I'm just emitting unreliable ideas.
    "Even death is not to be feared by the one who has lived wisely." ~Buddha

  6. #4
    CrazyJani's Avatar
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    I feel like it is bad idea to place large amounts of text on top of a enemy

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    Quote Originally Posted by CrazyJani View Post
    I feel like it is bad idea to place large amounts of text on top of a enemy
    I agree with you. If I were to do it, I would find a more elegant solution. The general idea is good though. At the very least it would be nice to have an option to display the percentage of damage the user dealt to a quest mob or what not (like marinepower did with his proxy).
    Be careful, stray too far from the pack and you'll get lost.

  8. #6
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    Quote Originally Posted by nilly View Post
    Not a bad idea. I'm curious if it would be accurate. Does anyone know if the damage dealt by other players a clientside effect or does the server actually send to your client the damage numbers when others damage a mob?

    You could check the owner id of the bullet/projectile, with the main player id from the client
    In the projectile collision code just before sending the enemy hit packet

    Each game object as a class type assigned to it via the object _type, each object or enemy is loaded from xml data files, xml tags are “<Enemy/>“

    You could code a total enemy damage counter in terms of damage dealt to all enemies during each session

    mobs have hp stat:-)

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