Armor of Bravery nerf/rebalance/suggestion thread

Echo717

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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

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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

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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 >_>
 
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