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dsrc/sku.0/sys.server/compiled/game/script/library/combat_consts.scriptlib
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/***********************
* !!!!!! If you move this file, you will need to change combat_engine.java !!!!!!!!!!
**********************/
// max range we allow combat to happen in and max range melee range happens in have been moved to combat_engine.java because they are now GameServer configuration options
// base to hit number
const int toHitNumber = 75;
// To Hit Consts
const float baseToHit = 90.0f;
const float maxToHit = 95.0f;
const float minToHit = 60.0f;
const float toHitScale = 50.0f;
const float toHitStep = 5.0f;
const float damageScale = 1500.0f;
// mods for attacker aims DEPRACATED
const int[] aimAttackMods = {
10, 25, 45
};
// these values are multiplied times any attacker locomotion mod for the attacker's weapon type
const float[] weaponTypeAttackLocomotionMultipliers = {
2.5f, // WEAPON_TYPE_RIFLE
2.0f, // WEAPON_TYPE_LIGHT_RIFLE
1.5f, // WEAPON_TYPE_PISTOL
3.0f, // WEAPON_TYPE_HEAVY
1.0f, // WEAPON_TYPE_1HAND_MELEE
1.0f, // WEAPON_TYPE_2HAND_MELEE
1.0f, // WEAPON_TYPE_UNARMED
1.0f, // WEAPON_TYPE_POLEARM
1.0f, // WEAPON_TYPE_THROWN
1.0f, // WEAPON_TYPE_WT_1HAND_LIGHTSABER
1.0f, // WEAPON_TYPE_WT_2HAND_LIGHTSABER
1.0f // WEAPON_TYPE_WT_POLEARM_LIGHTSABER
};
//attack locomotion mod defnitions
const int RANGED_STANDING_ATTACK_MOD = 0;
const int RANGED_SNEAKING_ATTACK_MOD = -6;
const int RANGED_WALKING_ATTACK_MOD = -40;
const int RANGED_RUNNING_ATTACK_MOD = -60;
const int RANGED_KNEELING_ATTACK_MOD = 15;
const int RANGED_CROUCH_SNEAKING_ATTACK_MOD = 0;
const int RANGED_CROUCH_WALKING_ATTACK_MOD = 0;
const int RANGED_PRONE_ATTACK_MOD = 30;
const int RANGED_CRAWLING_ATTACK_MOD = -80;
const int RANGED_CLIMBING_STATIONARY_ATTACK_MOD = 0;
const int RANGED_CLIMBING_ATTACK_MOD = 0;
const int RANGED_FLOATING_ATTACK_MOD = 0;
const int RANGED_SWIMMING_SURFACE_ATTACK_MOD = 0;
const int RANGED_SWIMMING_UNDERWATER_ATTACK_MOD = 0;
const int RANGED_HOVERING_ATTACK_MOD = 0;
const int RANGED_FLYING_ATTACK_MOD = -10;
const int RANGED_LYING_DOWN_ATTACK_MOD = 0;
const int RANGED_SITTING_ATTACK_MOD = 0;
const int RANGED_SKILL_ANIMATING_ATTACK_MOD = 0;
const int RANGED_DRIVING_VEHICLE_ATTACK_MOD = 0;
const int RANGED_RIDING_CREATURE_ATTACK_MOD = 0;
const int RANGED_KNOCKED_DOWN_ATTACK_MOD = 0;
const int RANGED_INCAPACITATED_ATTACK_MOD = 0;
const int RANGED_BLOCKING_ATTACK_MOD = 0;
const int RANGED_DEAD_ATTACK_MOD = 0;
// attack mods for attacker motion
const int[] rangedLocomotionAttackMod = {
RANGED_STANDING_ATTACK_MOD,
RANGED_SNEAKING_ATTACK_MOD,
RANGED_WALKING_ATTACK_MOD,
RANGED_RUNNING_ATTACK_MOD,
RANGED_KNEELING_ATTACK_MOD,
RANGED_CROUCH_SNEAKING_ATTACK_MOD,
RANGED_CROUCH_WALKING_ATTACK_MOD,
RANGED_PRONE_ATTACK_MOD,
RANGED_CRAWLING_ATTACK_MOD,
RANGED_CLIMBING_STATIONARY_ATTACK_MOD,
RANGED_CLIMBING_ATTACK_MOD,
RANGED_FLOATING_ATTACK_MOD,
RANGED_SWIMMING_SURFACE_ATTACK_MOD,
RANGED_SWIMMING_UNDERWATER_ATTACK_MOD,
RANGED_HOVERING_ATTACK_MOD,
RANGED_FLYING_ATTACK_MOD,
RANGED_LYING_DOWN_ATTACK_MOD,
RANGED_SITTING_ATTACK_MOD,
RANGED_SKILL_ANIMATING_ATTACK_MOD,
RANGED_DRIVING_VEHICLE_ATTACK_MOD,
RANGED_RIDING_CREATURE_ATTACK_MOD,
RANGED_KNOCKED_DOWN_ATTACK_MOD,
RANGED_INCAPACITATED_ATTACK_MOD,
RANGED_DEAD_ATTACK_MOD,
RANGED_BLOCKING_ATTACK_MOD
};
//defense const locomotion mods
const int RANGED_STANDING_DEFENSE_MOD = -10;
const int RANGED_SNEAKING_DEFENSE_MOD = 5;
const int RANGED_WALKING_DEFENSE_MOD = 25;
const int RANGED_RUNNING_DEFENSE_MOD = 45;
const int RANGED_KNEELING_DEFENSE_MOD = 0;
const int RANGED_CROUCH_SNEAKING_DEFENSE_MOD = 0;
const int RANGED_CROUCH_WALKING_DEFENSE_MOD = 0;
const int RANGED_PRONE_DEFENSE_MOD = 25;
const int RANGED_CRAWLING_DEFENSE_MOD = 5;
const int RANGED_CLIMBING_STATIONARY_DEFENSE_MOD = 0;
const int RANGED_CLIMBING_DEFENSE_MOD = 0;
const int RANGED_FLOATING_DEFENSE_MOD = 0;
const int RANGED_SWIMMING_SURFACE_DEFENSE_MOD = 0;
const int RANGED_SWIMMING_UNDERWATER_DEFENSE_MOD = 0;
const int RANGED_HOVERING_DEFENSE_MOD = -5;
const int RANGED_FLYING_DEFENSE_MOD = -10;
const int RANGED_LYING_DOWN_DEFENSE_MOD = 0;
const int RANGED_SITTING_DEFENSE_MOD = 0;
const int RANGED_SKILL_ANIMATING_DEFENSE_MOD = 0;
const int RANGED_DRIVING_VEHICLE_DEFENSE_MOD = 0;
const int RANGED_RIDING_CREATURE_DEFENSE_MOD = 0;
const int RANGED_KNOCKED_DOWN_DEFENSE_MOD = -15;
const int RANGED_INCAPACITATED_DEFENSE_MOD = 0;
const int RANGED_DEAD_DEFENSE_MOD = 0;
const int RANGED_BLOCKING_DEFENSE_MOD = 0;
// defense mods for defender motion
const int[] rangedLocomotionDefenseMod = {
RANGED_STANDING_DEFENSE_MOD,
RANGED_SNEAKING_DEFENSE_MOD,
RANGED_WALKING_DEFENSE_MOD,
RANGED_RUNNING_DEFENSE_MOD,
RANGED_KNEELING_DEFENSE_MOD,
RANGED_CROUCH_SNEAKING_DEFENSE_MOD,
RANGED_CROUCH_WALKING_DEFENSE_MOD,
RANGED_PRONE_DEFENSE_MOD,
RANGED_CRAWLING_DEFENSE_MOD,
RANGED_CLIMBING_STATIONARY_DEFENSE_MOD,
RANGED_CLIMBING_DEFENSE_MOD,
RANGED_FLOATING_DEFENSE_MOD,
RANGED_SWIMMING_SURFACE_DEFENSE_MOD,
RANGED_SWIMMING_UNDERWATER_DEFENSE_MOD,
RANGED_HOVERING_DEFENSE_MOD,
RANGED_FLYING_DEFENSE_MOD,
RANGED_LYING_DOWN_DEFENSE_MOD,
RANGED_SITTING_DEFENSE_MOD,
RANGED_SKILL_ANIMATING_DEFENSE_MOD,
RANGED_DRIVING_VEHICLE_DEFENSE_MOD,
RANGED_RIDING_CREATURE_DEFENSE_MOD,
RANGED_KNOCKED_DOWN_DEFENSE_MOD,
RANGED_INCAPACITATED_DEFENSE_MOD,
RANGED_DEAD_DEFENSE_MOD,
RANGED_BLOCKING_DEFENSE_MOD
};
//attack locomotion mod defnitions
const int MELEE_STANDING_ATTACK_MOD = 0;
const int MELEE_SNEAKING_ATTACK_MOD = -20;
const int MELEE_WALKING_ATTACK_MOD = 10;
const int MELEE_RUNNING_ATTACK_MOD = 25;
const int MELEE_KNEELING_ATTACK_MOD = -20;
const int MELEE_CROUCH_SNEAKING_ATTACK_MOD = 0;
const int MELEE_CROUCH_WALKING_ATTACK_MOD = 0;
const int MELEE_PRONE_ATTACK_MOD = -90;
const int MELEE_CRAWLING_ATTACK_MOD = -90;
const int MELEE_CLIMBING_STATIONARY_ATTACK_MOD = 0;
const int MELEE_CLIMBING_ATTACK_MOD = 0;
const int MELEE_FLOATING_ATTACK_MOD = 0;
const int MELEE_SWIMMING_SURFACE_ATTACK_MOD = 0;
const int MELEE_SWIMMING_UNDERWATER_ATTACK_MOD = 0;
const int MELEE_HOVERING_ATTACK_MOD = 0;
const int MELEE_FLYING_ATTACK_MOD = -10;
const int MELEE_LYING_DOWN_ATTACK_MOD = 0;
const int MELEE_SITTING_ATTACK_MOD = 0;
const int MELEE_SKILL_ANIMATING_ATTACK_MOD = 0;
const int MELEE_DRIVING_VEHICLE_ATTACK_MOD = 0;
const int MELEE_RIDING_CREATURE_ATTACK_MOD = 0;
const int MELEE_KNOCKED_DOWN_ATTACK_MOD = 0;
const int MELEE_INCAPACITATED_ATTACK_MOD = 0;
const int MELEE_BLOCKING_ATTACK_MOD = 0;
const int MELEE_DEAD_ATTACK_MOD = 0;
// attack mods for attacker motion
const int[] meleeLocomotionAttackMod = {
MELEE_STANDING_ATTACK_MOD,
MELEE_SNEAKING_ATTACK_MOD,
MELEE_WALKING_ATTACK_MOD,
MELEE_RUNNING_ATTACK_MOD,
MELEE_KNEELING_ATTACK_MOD,
MELEE_CROUCH_SNEAKING_ATTACK_MOD,
MELEE_CROUCH_WALKING_ATTACK_MOD,
MELEE_PRONE_ATTACK_MOD,
MELEE_CRAWLING_ATTACK_MOD,
MELEE_CLIMBING_STATIONARY_ATTACK_MOD,
MELEE_CLIMBING_ATTACK_MOD,
MELEE_FLOATING_ATTACK_MOD,
MELEE_SWIMMING_SURFACE_ATTACK_MOD,
MELEE_SWIMMING_UNDERWATER_ATTACK_MOD,
MELEE_HOVERING_ATTACK_MOD,
MELEE_FLYING_ATTACK_MOD,
MELEE_LYING_DOWN_ATTACK_MOD,
MELEE_SITTING_ATTACK_MOD,
MELEE_SKILL_ANIMATING_ATTACK_MOD,
MELEE_DRIVING_VEHICLE_ATTACK_MOD,
MELEE_RIDING_CREATURE_ATTACK_MOD,
MELEE_KNOCKED_DOWN_ATTACK_MOD,
MELEE_INCAPACITATED_ATTACK_MOD,
MELEE_DEAD_ATTACK_MOD,
MELEE_BLOCKING_ATTACK_MOD
};
//defense const locomotion mods
const int MELEE_STANDING_DEFENSE_MOD = 0;
const int MELEE_SNEAKING_DEFENSE_MOD = 0;
const int MELEE_WALKING_DEFENSE_MOD = 10;
const int MELEE_RUNNING_DEFENSE_MOD = 25;
const int MELEE_KNEELING_DEFENSE_MOD = -20;
const int MELEE_CROUCH_SNEAKING_DEFENSE_MOD = 0;
const int MELEE_CROUCH_WALKING_DEFENSE_MOD = 0;
const int MELEE_PRONE_DEFENSE_MOD = -80;
const int MELEE_CRAWLING_DEFENSE_MOD = -95;
const int MELEE_CLIMBING_STATIONARY_DEFENSE_MOD = 0;
const int MELEE_CLIMBING_DEFENSE_MOD = 0;
const int MELEE_FLOATING_DEFENSE_MOD = 0;
const int MELEE_SWIMMING_SURFACE_DEFENSE_MOD = 0;
const int MELEE_SWIMMING_UNDERWATER_DEFENSE_MOD = 0;
const int MELEE_HOVERING_DEFENSE_MOD = -5;
const int MELEE_FLYING_DEFENSE_MOD = -40;
const int MELEE_LYING_DOWN_DEFENSE_MOD = 0;
const int MELEE_SITTING_DEFENSE_MOD = 0;
const int MELEE_SKILL_ANIMATING_DEFENSE_MOD = 0;
const int MELEE_DRIVING_VEHICLE_DEFENSE_MOD = 0;
const int MELEE_RIDING_CREATURE_DEFENSE_MOD = 0;
const int MELEE_KNOCKED_DOWN_DEFENSE_MOD = -15;
const int MELEE_INCAPACITATED_DEFENSE_MOD = 0;
const int MELEE_DEAD_DEFENSE_MOD = 0;
const int MELEE_BLOCKING_DEFENSE_MOD = 0;
// defense mods for defender motion
const int[] meleeLocomotionDefenseMod = {
MELEE_STANDING_DEFENSE_MOD,
MELEE_SNEAKING_DEFENSE_MOD,
MELEE_WALKING_DEFENSE_MOD,
MELEE_RUNNING_DEFENSE_MOD,
MELEE_KNEELING_DEFENSE_MOD,
MELEE_CROUCH_SNEAKING_DEFENSE_MOD,
MELEE_CROUCH_WALKING_DEFENSE_MOD,
MELEE_PRONE_DEFENSE_MOD,
MELEE_CRAWLING_DEFENSE_MOD,
MELEE_CLIMBING_STATIONARY_DEFENSE_MOD,
MELEE_CLIMBING_DEFENSE_MOD,
MELEE_FLOATING_DEFENSE_MOD,
MELEE_SWIMMING_SURFACE_DEFENSE_MOD,
MELEE_SWIMMING_UNDERWATER_DEFENSE_MOD,
MELEE_HOVERING_DEFENSE_MOD,
MELEE_FLYING_DEFENSE_MOD,
MELEE_LYING_DOWN_DEFENSE_MOD,
MELEE_SITTING_DEFENSE_MOD,
MELEE_SKILL_ANIMATING_DEFENSE_MOD,
MELEE_DRIVING_VEHICLE_DEFENSE_MOD,
MELEE_RIDING_CREATURE_DEFENSE_MOD,
MELEE_KNOCKED_DOWN_DEFENSE_MOD,
MELEE_INCAPACITATED_DEFENSE_MOD,
MELEE_DEAD_DEFENSE_MOD,
MELEE_BLOCKING_DEFENSE_MOD
};
const int[][] locomotionAttackMod = {
meleeLocomotionAttackMod,
rangedLocomotionAttackMod,
rangedLocomotionAttackMod,
rangedLocomotionAttackMod
};
const int[][] locomotionDefenseMod = {
meleeLocomotionDefenseMod,
rangedLocomotionDefenseMod,
rangedLocomotionDefenseMod,
rangedLocomotionDefenseMod
};