Jump to content

XLib and XSkills


Xandu

Recommended Posts

2 hours ago, Russia said:

I wanted to see the syntax/references for the skills so I could try putting together that one I had suggested earlier.

 

You can look at the example skill i made in the mod description. But getting all this stuff running isn't probably worth it to just add one ability. I will also try to add your suggestion in the next update.

Link to comment
Share on other sites

Running on 64 bit Windows with 16 GB RAM 
Version: v1.15.7 (Stable)10/23/2021 8:30:53 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
   at XSkills.XSkillsPlayerBehavior.OnGameTick(Single deltaTime)
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt)
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt)
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt)
   at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt)
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
   at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
   at _gt983m53spH3zIRFvTrVgBj5MUb._m2KVBUzhniiatiiNT9yOoXoOOvL(Single )
   at _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._5soGXezAcR5oyhhq2pmELCuEn2M(Single )
   at _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._ZzmaNk5IGbtvQ61ssCzCszyBw2n(Single )
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchRenderFrame()
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at _LiN8p156auXcqjjOW5aVAZ0QkUc._fwMbTl3XHB2eqbxoLfc3FpMIE00(_CFodeVozKjT5VhVV66Wv4Bd7r3c , String[] )
   at _qBF2AKwdIhCkNZsjxBA24g20vlH._fwMbTl3XHB2eqbxoLfc3FpMIE00(ThreadStart )
-------------------------------

Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/23/2021 2:54:44 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1787910656348641149, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: Vintagestory.exe
P2: 1.15.7.0
P3: 6167103b
P4: KERNELBASE.dll
P5: 10.0.19041.1202
P6: c9db1934
P7: c0020001
P8: 0000000000034f99
P9: 
P10: 

Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER3F71.tmp.mdmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4127.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4147.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4145.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4166.tmp.txt

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_adcab0df8fe39fcdfed093ad446bf3e7bcf282b_ef62ac57_2c110b08-4120-4683-b727-942e483186cc

Analysis symbol: 
Rechecking for solution: 0
Report Id: 0b033103-f25a-44bb-9ee6-2d87e23ee599
Report Status: 268566528
Hashed bucket: 1d20593dfc7c21b6b8cfef44e9cbd77d
Cab Guid: 0 }
--------------
{ TimeGenerated = 10/23/2021 2:54:42 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.15.7.0, time stamp: 0x6167103b
Faulting module name: KERNELBASE.dll, version: 10.0.19041.1202, time stamp: 0xc9db1934
Exception code: 0xc0020001
Fault offset: 0x0000000000034f99
Faulting process id: 0x3638
Faulting application start time: 0x01d7c847b3a1b96d
Faulting application path: C:\Users\beauf\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 0b033103-f25a-44bb-9ee6-2d87e23ee599
Faulting package full name: 
Faulting package-relative application ID:  }
--------------
{ TimeGenerated = 10/23/2021 2:54:41 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0020001, exception address 00007FFB73744F99
Stack:
 }

 

 

I keep getting the following crash report as I'm trying to setup a MP server... first time this is ever happened. I've tried reinstalling and only running xskills and xlib and I keep getting this crash report.

 

Link to comment
Share on other sites

9 hours ago, Dythanos said:

Running on 64 bit Windows with 16 GB RAM 
Version: v1.15.7 (Stable)10/23/2021 8:30:53 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
   at XSkills.XSkillsPlayerBehavior.OnGameTick(Single deltaTime)
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt)
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt)
   at Vintagestory.API.Common.EntityPlayer.OnGameTick(Single dt)
   at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt)
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
   at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
   at _gt983m53spH3zIRFvTrVgBj5MUb._m2KVBUzhniiatiiNT9yOoXoOOvL(Single )
   at _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._5soGXezAcR5oyhhq2pmELCuEn2M(Single )
   at _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._ZzmaNk5IGbtvQ61ssCzCszyBw2n(Single )
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchRenderFrame()
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at _LiN8p156auXcqjjOW5aVAZ0QkUc._fwMbTl3XHB2eqbxoLfc3FpMIE00(_CFodeVozKjT5VhVV66Wv4Bd7r3c , String[] )
   at _qBF2AKwdIhCkNZsjxBA24g20vlH._fwMbTl3XHB2eqbxoLfc3FpMIE00(ThreadStart )
-------------------------------

Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 10/23/2021 2:54:44 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1787910656348641149, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: Vintagestory.exe
P2: 1.15.7.0
P3: 6167103b
P4: KERNELBASE.dll
P5: 10.0.19041.1202
P6: c9db1934
P7: c0020001
P8: 0000000000034f99
P9: 
P10: 

Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER3F71.tmp.mdmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4127.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4147.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4145.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4166.tmp.txt

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_adcab0df8fe39fcdfed093ad446bf3e7bcf282b_ef62ac57_2c110b08-4120-4683-b727-942e483186cc

Analysis symbol: 
Rechecking for solution: 0
Report Id: 0b033103-f25a-44bb-9ee6-2d87e23ee599
Report Status: 268566528
Hashed bucket: 1d20593dfc7c21b6b8cfef44e9cbd77d
Cab Guid: 0 }
--------------
{ TimeGenerated = 10/23/2021 2:54:42 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.15.7.0, time stamp: 0x6167103b
Faulting module name: KERNELBASE.dll, version: 10.0.19041.1202, time stamp: 0xc9db1934
Exception code: 0xc0020001
Fault offset: 0x0000000000034f99
Faulting process id: 0x3638
Faulting application start time: 0x01d7c847b3a1b96d
Faulting application path: C:\Users\beauf\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 0b033103-f25a-44bb-9ee6-2d87e23ee599
Faulting package full name: 
Faulting package-relative application ID:  }
--------------
{ TimeGenerated = 10/23/2021 2:54:41 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0020001, exception address 00007FFB73744F99
Stack:
 }

 

 

I keep getting the following crash report as I'm trying to setup a MP server... first time this is ever happened. I've tried reinstalling and only running xskills and xlib and I keep getting this crash report.

 

Do you use any special server settings? Have you disabled the temporal stability system? Are you sure you have the current version  (0.6.0) installed of both xlib ans xskills on both server and client? The method is like it is for a while. It would be strange if it suddenly begins to crash without any obvious reason.

 

Did this happen on the client or the server?

Edited by Xandu
Link to comment
Share on other sites

21:22:40 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object.
   at XSkills.XSkillsEntityBehavior.OnDamage(Single damage, DamageSource dmgSource)
   at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage_Patch1(EntityBehaviorHealth this, DamageSource damageSource, Single damage)
   at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage)
   at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode)
   at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(_nSxSiZFWZ0rwDyGNmypOtEp4Igh packet, ConnectedClient client)
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)
Link to comment
Share on other sites

16 hours ago, CoB_Kai said:
21:22:40 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object.
   at XSkills.XSkillsEntityBehavior.OnDamage(Single damage, DamageSource dmgSource)
   at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage_Patch1(EntityBehaviorHealth this, DamageSource damageSource, Single damage)
   at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage)
   at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode)
   at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(_nSxSiZFWZ0rwDyGNmypOtEp4Igh packet, ConnectedClient client)
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)

Do you have any additional information when this occurs?

Link to comment
Share on other sites

29.10.2021 09:36:48 [Error] System.NullReferenceException: Object reference not set to an instance of an object.
   at XSkills.XSkillsEntityBehavior.OnDamage(Single damage, DamageSource dmgSource)
   at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage_Patch1(EntityBehaviorHealth this, DamageSource damageSource, Single damage)
   at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage)
   at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode)
   at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(_nSxSiZFWZ0rwDyGNmypOtEp4Igh packet, ConnectedClient client)
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)

Crashed while hitting an animal (i believe it was deer or something). Had a block in my hand. Creative mode.

Link to comment
Share on other sites

1 hour ago, CoB_Kai said:

29.10.2021 09:36:48 [Error] System.NullReferenceException: Object reference not set to an instance of an object.
   at XSkills.XSkillsEntityBehavior.OnDamage(Single damage, DamageSource dmgSource)
   at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage_Patch1(EntityBehaviorHealth this, DamageSource damageSource, Single damage)
   at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage)
   at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode)
   at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(_nSxSiZFWZ0rwDyGNmypOtEp4Igh packet, ConnectedClient client)
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)

Crashed while hitting an animal (i believe it was deer or something). Had a block in my hand. Creative mode.

I know. It is the same bug as the one before. Hitting mobs with a block crashes the game. I just have not had the time to upload a patch.

Link to comment
Share on other sites

Hi, i uploaded a small patch to fix a crash and to add the ability suggestion from @Russia.

-added the monk ability to the combat skill
-updated polish translation
-fixed a crash when hitting mobs with a block

 

For people that are interested in such things: The following line caused the crash: 

Quote

if(byPlayer.Player.InventoryManager.ActiveHotbarSlot?.Itemstack?.Item.FirstCodePart() == "rollingpin")

and this is the fix:

Quote

if(byPlayer.Player.InventoryManager.ActiveHotbarSlot?.Itemstack?.Item?.FirstCodePart() == "rollingpin")

I hate these missing '?' characters. 😅

  • Thanks 1
Link to comment
Share on other sites

Spoiler

[Error] System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei XSkills.XSkillInventoryBackpack.get_Count()
   bei Vintagestory.Common.InventoryPlayerBackPacks.get_Item(Int32 slotId)
   bei XSkills.XSkillInventoryBackpack.get_Item(Int32 slotId)
   bei Vintagestory.Server.ServerPlayer.Init()
   bei Vintagestory.Server.ConnectedClient.LoadOrCreatePlayerData(ServerMain server, String playername, String playerUid)
   bei Vintagestory.Server.ServerMain.FinalizePlayerIdentification(_9fWC6RTReERnYnZgHEnYoQHcU3cA packet, ConnectedClient client, String entitlements)
   bei Vintagestory.Server.ServerMain.HandlePlayerIdentification(_nSxSiZFWZ0rwDyGNmypOtEp4Igh p, ConnectedClient client)
   bei Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)

cant access my singleplayer testworld anymore. i had bee skeps in all of the 4 backpack slots.

  • Thanks 1
Link to comment
Share on other sites

4 hours ago, CoB_Kai said:
  Hide contents

[Error] System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei XSkills.XSkillInventoryBackpack.get_Count()
   bei Vintagestory.Common.InventoryPlayerBackPacks.get_Item(Int32 slotId)
   bei XSkills.XSkillInventoryBackpack.get_Item(Int32 slotId)
   bei Vintagestory.Server.ServerPlayer.Init()
   bei Vintagestory.Server.ConnectedClient.LoadOrCreatePlayerData(ServerMain server, String playername, String playerUid)
   bei Vintagestory.Server.ServerMain.FinalizePlayerIdentification(_9fWC6RTReERnYnZgHEnYoQHcU3cA packet, ConnectedClient client, String entitlements)
   bei Vintagestory.Server.ServerMain.HandlePlayerIdentification(_nSxSiZFWZ0rwDyGNmypOtEp4Igh p, ConnectedClient client)
   bei Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)

cant access my singleplayer testworld anymore. i had bee skeps in all of the 4 backpack slots.

I uploaded a patch that should fix this issue.

 

Fixed a crash that occurs when you log out with items selected in your backpack slots and try to rejoin a world.

Link to comment
Share on other sites

24 minutes ago, Pamela Wild said:

Can I change my class after I start playing?  I was playing a multiplayer game on a server and tried to change it, but it wouldn't stay changed.

I have not tried to change it on my single player world.

The  classes are a vanilla game thing. I use the mechanic for the access to some skills, but in general they have nothing to do with this mod.

Link to comment
Share on other sites

  • 2 weeks later...

We have "magic mushroom" creatures on our server that will drop it's cap after being harvested. These will have different effects when eaten. The red one is poisonous and will make the player loose 15 hp. If he dies, the client will crash with the following error, that seems to occur in mp only. @Xandu

Spoiler

21.11.2021 09:53:45 [Warning] Exception at client 1. Disconnecting client.
21.11.2021 09:53:45 [Event] Player WickedSchnitzel got removed. Reason: Threw an exception at the server
21.11.2021 09:53:45 [Error] System.NullReferenceException: Object reference not set to an instance of an object.
   at XSkills.CollectiblePatch.Postfix(CollectibleObject __instance, Single __state, Single secondsUsed, ItemSlot slot, EntityAgent byEntity)
   at Vintagestory.API.Common.CollectibleObject.tryEatStop_Patch2(CollectibleObject this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity)
   at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStop_Patch1(CollectibleObject this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
   at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(_vkCtd3V2CRuLlQ7XyXjgNwLPQVG packet, ConnectedClient client)
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)

 

Edited by CoB_Kai
  • Thanks 1
Link to comment
Share on other sites

On 11/6/2021 at 6:06 PM, Pamela Wild said:

Can I change my class after I start playing?  I was playing a multiplayer game on a server and tried to change it, but it wouldn't stay changed.

I have not tried to change it on my single player world.

It is possible to change classes after starting a game, but maybe the server doesn't allow to do it? As Xandu said the classes are a vanilla feature and are handled by the base game itself, you might want to ask the server staff for more information...

 

 

@XanduThinking about adding this mod. Any incompabilities with 1.15.9 you know of? later updating the mod would just require me to overwrite the archive in the modfolder right?

As i currently play with REALLY long ingame days (24h ig=48h irl), are time dependent buffs/effects dependent on ingame time (/time speed and /time calendarspeedmul, like pitkiln, soaking wet debuff, plant growth, ...) or real time (like cooking time, fuel's burnduration, ...)?

Link to comment
Share on other sites

8 hours ago, CoB_Kai said:

We have "magic mushroom" creatures on our server that will drop it's cap after being harvested. These will have different effects when eaten. The red one is poisonous and will make the player loose 15 hp. If he dies, the client will crash with the following error, that seems to occur in mp only. @Xandu

  Hide contents

21.11.2021 09:53:45 [Warning] Exception at client 1. Disconnecting client.
21.11.2021 09:53:45 [Event] Player WickedSchnitzel got removed. Reason: Threw an exception at the server
21.11.2021 09:53:45 [Error] System.NullReferenceException: Object reference not set to an instance of an object.
   at XSkills.CollectiblePatch.Postfix(CollectibleObject __instance, Single __state, Single secondsUsed, ItemSlot slot, EntityAgent byEntity)
   at Vintagestory.API.Common.CollectibleObject.tryEatStop_Patch2(CollectibleObject this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity)
   at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStop_Patch1(CollectibleObject this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
   at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(_vkCtd3V2CRuLlQ7XyXjgNwLPQVG packet, ConnectedClient client)
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)

 

Should be fixed with the the next update.

 

 

2 hours ago, Hal13 said:

@XanduThinking about adding this mod. Any incompabilities with 1.15.9 you know of? later updating the mod would just require me to overwrite the archive in the modfolder right?

As i currently play with REALLY long ingame days (24h ig=48h irl), are time dependent buffs/effects dependent on ingame time (/time speed and /time calendarspeedmul, like pitkiln, soaking wet debuff, plant growth, ...) or real time (like cooking time, fuel's burnduration, ...)?

There is currently an issue with the expanded foods mod but this one must be fixed on their side. I am not aware of any other issues. Yes you just need to replace the archive in the mod folder.

Buffs/effects should work with real time timers. 

  • Thanks 1
Link to comment
Share on other sites

4 hours ago, l33tmaan said:

Are you talking about my mixing bowl issue, or some other issue I need to look at?

I mean the issue we already talked about. If i would find anything else you would be the first one i would contact.

 

 

37 minutes ago, Hal13 said:

There can only be a single crock on a full block surface now? (could be a 1.15 thing i just now took my first batch of crocks out of the pit kiln)

I think this is a vanilla related question. It is not in 1.14. It may be in 1.15 so far as i know.

  • Like 2
Link to comment
Share on other sites

@XanduWhat command do i have to use to reset ALL of a players skills, tiers, points and whatever, i mean everything so that he has to start from scratch like if he/her is joining for the first time. I know there is a list of commands on the first page, but i don't really get it.

Edited by CoB_Kai
Link to comment
Share on other sites

2 hours ago, CoB_Kai said:

@XanduWhat command do i have to use to reset ALL of a players skills, tiers, points and whatever, i mean everything so that he has to start from scratch like if he/her is joining for the first time. I know there is a list of commands on the first page, but i don't really get it.

for one player:

/skill reset [playerName] all 1

for all players:

/skill reset all all 1

 

But you cannot undo this. So you may want to make a backup of your skill sets first.

Link to comment
Share on other sites

@Xandu

Weapon damage calculation appears to be off both surface and underground.

Components: Hunter level 16 combat with 3/3 spearman, 19 temporal adaptation with 3/3 temporal unstable, weapon is spear with 8.9 damage/hit

Temporally unstable area: Expected damage per hit ~14.52, actual damage per hit 16.098.

On the surface, temporally stable: Expected damage per hit, ~11.49, actual damage per hit ~9.19.

I arrived at the expected numbers by first reducing the base damage 8.9-15%= 7.565, then applied the bonuses to to that number:

So, 7.565+3.9338 (52%, spearman) + 3.026 (40%, temporal warrior)= 14.589

Any clue what's happening?

*Damage per hit numbers were provided by VSHUD mod*

Edited by Russia
Link to comment
Share on other sites

On 11/28/2021 at 1:50 AM, Russia said:

@Xandu

Weapon damage calculation appears to be off both surface and underground.

Components: Hunter level 16 combat with 3/3 spearman, 19 temporal adaptation with 3/3 temporal unstable, weapon is spear with 8.9 damage/hit

Temporally unstable area: Expected damage per hit ~14.52, actual damage per hit 16.098.

On the surface, temporally stable: Expected damage per hit, ~11.49, actual damage per hit ~9.19.

I arrived at the expected numbers by first reducing the base damage 8.9-15%= 7.565, then applied the bonuses to to that number:

So, 7.565+3.9338 (52%, spearman) + 3.026 (40%, temporal warrior)= 14.589

Any clue what's happening?

*Damage per hit numbers were provided by VSHUD mod*

Why you do less damage than expected at the surface i cannot say at the moment there seems to be another factor at place. But for the underground your values seem correct.

The calculations are multiplicative not additive.

So it is:
7.565 * 1.52
(spearman) *  1.4(temporal warrior)= 16.098

Link to comment
Share on other sites

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.