Armor of Bravery nerf/rebalance/suggestion thread

Echo717

New Adventurer
Socialist Guild
Joined
Aug 22, 2008
Messages
698
Reaction score
2
Age
31
Location
Arizona
perhaps make it so aob lacks xp loss on death but you lose a huge amount of gold, although that won't really matter until there's something in game worth saving your gold for (sorcvilla metihnks) and when your cash runs out it resumes xp loss upon death
 

zeus9860

Active Adventurer
The True Followers of the Lost
Crusaders
Blades of Urdual
Alpha Tester
Joined
Feb 28, 2008
Messages
2,581
Reaction score
37
Age
31
Location
lolwut
Thothie said:
I'll have to get MiB to make the code, as I don't have much experience with the nuances of the monster-hit recording system, but I suspect the remove all XP records on death, save for with bosses, is likely the easiest way to go with the AoB. Ya still get off scott-free for death in most cases, but at least you won't benefit from it.

If anything happened to aob, i would prefer this over the other people's opinions. But i do hope not to see some redicolous minion ingame with a huge amount of xp that does 2 or 3 hits and kills me. Or maybe just consider monsters with certain xp values or hp values to be saved apart from the death loss (xp would "restart" in other cases not facing said values).
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Code:
	//MiB JUL2010_31
	//clearplayerhits <monster> <player|"all">
	//Clears hit recordings on <monster> for single <player> or all players.
#ifdef VALVE_DLL
	else if( Cmd.Name() == "clearplayerhits" )
	{
		if ( Params.size() >= 2 )
		{
			CBaseEntity *pEnt = RetrieveEntity( Params[0].c_str() );
			CMSMonster *pMons = pEnt && pEnt->IsMSMonster() ? (CMSMonster *)pEnt : NULL;

			if ( pMons )
			{
				if ( Params[1] == "all" )
					foreach( i , MAXPLAYERS )
						memcpy( &(pMons->m_PlayerDamage[i]), 0, sizeof( pMons->m_PlayerDamage[i] ) );
				else
				{
					pEnt = RetrieveEntity( Params[1].c_str() );
					CBasePlayer *pPlayer = pEnt && pEnt->IsPlayer() ? (CBasePlayer *)pEnt : NULL;
					if ( pPlayer )
						memcpy( &(pMons->m_PlayerDamage[pPlayer->entindex()-1]), 0, sizeof( pMons->m_PlayerDamage[pPlayer->entindex()-1] ) );
				}
			}
		}
	}
#endif

Don't have time to test right now >_>
 
Top