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Old 05-25-2005, 03:36 PM   #1 (permalink)
 
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Default Stat questions

Okay for some reason on my shard playing have like 70 health when they only have like 50 str, I've searched the filed and been unable to find where this would happen, anyone able to shed some light on this.
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Old 05-25-2005, 04:46 PM   #2 (permalink)
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have you edited anything about their stats, or do they have special jewelry on or anything like that?
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Old 05-25-2005, 05:27 PM   #3 (permalink)
 
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No using a fresh server install I installed a spawn map and the only thing i've done is changed the skillset.cs or whatever its called to turn on/off some anti macro code.... a default character will have more hp then str tho.
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Old 05-25-2005, 05:34 PM   #4 (permalink)
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then what's the problem?
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Old 05-26-2005, 05:49 AM   #5 (permalink)
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Im gonna take a guess and say you havent played UO in a while?

Not sure what OSI publish it was but they changed stats around a bit and how they work.

Code:
Health = (Strength / 2) + 50 then + any Hit point bonus armor/weapons you have on
http://uo.stratics.com/content/tools/statscalc.shtml



Nothing wrong with your shard



So if your players have 50 str
you take 50 str divided by 2 then add 50
comes out that they should have 75 hits
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Old 05-26-2005, 09:35 AM   #6 (permalink)
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Quote:
Originally Posted by Tintamar
Im gonna take a guess and say you havent played UO in a while?

Not sure what OSI publish it was but they changed stats around a bit and how they work.

Code:
Health = (Strength / 2) + 50 then + any Hit point bonus armor/weapons you have on
http://uo.stratics.com/content/tools/statscalc.shtml



Nothing wrong with your shard



So if your players have 50 str
you take 50 str divided by 2 then add 50
comes out that they should have 75 hits
its a simple matter to edit it so you have the same hits as str

I believe if you edit this


PHP Code:
        public override int HitsMax
        
{
            
get
            
{
                
int strBase;
                
int strOffs GetStatOffsetStatType.Str );

                if ( 
Core.AOS )
                {
                    
strBase this.Str;
                    
strOffs += AosAttributes.GetValuethisAosAttribute.BonusHits );
                }
                else
                {
                    
strBase this.RawStr;
                }

                return (
strBase 2) + 50 strOffs;
            }
        }

        public 
override int StamMax
        
{
            
get{ return base.StamMax AosAttributes.GetValuethisAosAttribute.BonusStam ); }
        }

        public 
override int ManaMax
        
{
            
get{ return base.ManaMax AosAttributes.GetValuethisAosAttribute.BonusMana ); }
        } 
make them all the same...

I'm not sure but this may disable hit point increase
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