Does HCI effect wrestling
Does HCI effect wrestling
Does HCI effect wrestling? I have found many posts saying yes and no. Some say it does not require hci due to not being able to wield weapons. On uo spokland it says max swing speed is achieved with 10 dex. Can someone clarify this with some sort of sight reference?
Re: Does HCI effect wrestling
RunUO Code says yes to hci affecting wrestling
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Re: Does HCI effect wrestling
of course
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Re: Does HCI effect wrestling
Actually I dont think anything should be assumed of runuo, they have alot of holes in their code that miss simple shit like that. But this time they didnt.Calvin wrote:of course
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Re: Does HCI effect wrestling
kind of... the code for the swing of wrestle is no different to the code for a swing of anything.
there's no reason it would be different, that's just coding, no point writing the same thing 20 times for 20 weapons. there's nothing to miss because it's the same code, if it was missing from this, it would be missing from everything
there's no reason it would be different, that's just coding, no point writing the same thing 20 times for 20 weapons. there's nothing to miss because it's the same code, if it was missing from this, it would be missing from everything
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Re: Does HCI effect wrestling
it's written in C, and C is a hierarchical language.. so like... how to explain it...
it works by class inheritance:
so in this diagram, both 'Passenger' and 'Freight', have all the qualities of "Train".
does that make sense?
the sub-classes inherit all the variables and code of the class above. i might be a bit wrong because im not a programmer at the end of the day, but that's my understanding of it.
so for this example with wrestling, all the weapon classes inherit the combat variables, and the HCI checks are in the combat variables.
the problem with RunUO is that it's not written neatly/formally, so the hierarchies cross over a lot, sometimes require variables from lower classes, etc. so you are kinda right. but for stuff like this it's pretty straight forward, it's only little things that are specific, where someone has put them in the wrong place just cos it'll do, then it's needed by something else so have to call up the entire class that it's in... then after a while it can get messy to the point of stopping working, or at least being very hard to work with (especially by another person).
which is why they teach people all the conventions and stuff as a major thing. like you can program with only half of what they teach in programming, but the other half makes you much more efficient (which means working faster, on bigger things, and being able to work in a group)
basically you can work with the language, or you can work against it. it's the same with all of them. i don't think RunUO's that bad tho really, the program's not big enough to become a mess.
but either way, the combat class is like one of the central pillars of the game, and HCI is part of that. going back to the picture - it would be impossible for the classes 'Freight' and 'Passenger', to mess up the code contained in "Train"'; and if "Train" was messed up, you would see that in all of it's subclasses
see that's what being a good/bad programmer is, where you decide to put things in the hierarchy can determine how much code you have to load to get specific things done, you can lump it all into 1 script, or you can break it all down into a million 1 line scripts. it's about finding the right balance
it works by class inheritance:
so in this diagram, both 'Passenger' and 'Freight', have all the qualities of "Train".
does that make sense?
the sub-classes inherit all the variables and code of the class above. i might be a bit wrong because im not a programmer at the end of the day, but that's my understanding of it.
so for this example with wrestling, all the weapon classes inherit the combat variables, and the HCI checks are in the combat variables.
the problem with RunUO is that it's not written neatly/formally, so the hierarchies cross over a lot, sometimes require variables from lower classes, etc. so you are kinda right. but for stuff like this it's pretty straight forward, it's only little things that are specific, where someone has put them in the wrong place just cos it'll do, then it's needed by something else so have to call up the entire class that it's in... then after a while it can get messy to the point of stopping working, or at least being very hard to work with (especially by another person).
which is why they teach people all the conventions and stuff as a major thing. like you can program with only half of what they teach in programming, but the other half makes you much more efficient (which means working faster, on bigger things, and being able to work in a group)
basically you can work with the language, or you can work against it. it's the same with all of them. i don't think RunUO's that bad tho really, the program's not big enough to become a mess.
but either way, the combat class is like one of the central pillars of the game, and HCI is part of that. going back to the picture - it would be impossible for the classes 'Freight' and 'Passenger', to mess up the code contained in "Train"'; and if "Train" was messed up, you would see that in all of it's subclasses
see that's what being a good/bad programmer is, where you decide to put things in the hierarchy can determine how much code you have to load to get specific things done, you can lump it all into 1 script, or you can break it all down into a million 1 line scripts. it's about finding the right balance
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Re: Does HCI effect wrestling
yea my reference point is the actual code though, and it has different sets for swords/mace/wrestle/etc. Tbh i didnt read most of what you said but i dont think it'd clarify anything more to me than the actual code would.
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Re: Does HCI effect wrestling
haha yeah... wall of textJosh wrote: Tbh i didnt read most of what you said
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Re: Does HCI effect wrestling
wall of text hits u for oveer 9000 damgeCalvin wrote:it's written in C, and C is a hierarchical language.. so like... how to explain it...
it works by class inheritance:
so in this diagram, both 'Passenger' and 'Freight', have all the qualities of "Train".
does that make sense?
the sub-classes inherit all the variables and code of the class above. i might be a bit wrong because im not a programmer at the end of the day, but that's my understanding of it.
so for this example with wrestling, all the weapon classes inherit the combat variables, and the HCI checks are in the combat variables.
the problem with RunUO is that it's not written neatly/formally, so the hierarchies cross over a lot, sometimes require variables from lower classes, etc. so you are kinda right. but for stuff like this it's pretty straight forward, it's only little things that are specific, where someone has put them in the wrong place just cos it'll do, then it's needed by something else so have to call up the entire class that it's in... then after a while it can get messy to the point of stopping working, or at least being very hard to work with (especially by another person).
which is why they teach people all the conventions and stuff as a major thing. like you can program with only half of what they teach in programming, but the other half makes you much more efficient (which means working faster, on bigger things, and being able to work in a group)
basically you can work with the language, or you can work against it. it's the same with all of them. i don't think RunUO's that bad tho really, the program's not big enough to become a mess.
but either way, the combat class is like one of the central pillars of the game, and HCI is part of that. going back to the picture - it would be impossible for the classes 'Freight' and 'Passenger', to mess up the code contained in "Train"'; and if "Train" was messed up, you would see that in all of it's subclasses
see that's what being a good/bad programmer is, where you decide to put things in the hierarchy can determine how much code you have to load to get specific things done, you can lump it all into 1 script, or you can break it all down into a million 1 line scripts. it's about finding the right balance
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- Mr Straitions
- Posts: 652
Re: Does HCI effect wrestling
I know nothing about RunUO code but I have always heard that HCI doesn't effect wrestle as conventional wisdom. It would be nice to have a definitive answer on the matter.
You could test it with 120 wrestle against someone who is 120 weapon skill. Compare how many hits and wiffs with 45 HCI and how many hits and wiffs with 0 HCI.
You could test it with 120 wrestle against someone who is 120 weapon skill. Compare how many hits and wiffs with 45 HCI and how many hits and wiffs with 0 HCI.
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Re: Does HCI effect wrestling
I'm saying Arden looked at the base runuo code and hci does affect wrestling, I guess Demise could've modified that but if they didnt then yes it does affect wrestling.Mr Straitions wrote:I know nothing about RunUO code but I have always heard that HCI doesn't effect wrestle as conventional wisdom. It would be nice to have a definitive answer on the matter.
You could test it with 120 wrestle against someone who is 120 weapon skill. Compare how many hits and wiffs with 45 HCI and how many hits and wiffs with 0 HCI.
Re: Does HCI effect wrestling
does not work like this:
[wrestling] - code
[swords] - code
[mace] - code
works like this:
[combat] - code (needs variables)
[wrestle] - variables
[swords] - variables
[mace] variables
tho more likely it is not sword, mace, bow. it will be each weapon. unarmed/fist will be one.
it is the SAME combat code.
[wrestling] - code
[swords] - code
[mace] - code
works like this:
[combat] - code (needs variables)
[wrestle] - variables
[swords] - variables
[mace] variables
tho more likely it is not sword, mace, bow. it will be each weapon. unarmed/fist will be one.
it is the SAME combat code.
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- quickdeath
- Posts: 35
Re: Does HCI effect wrestling
I dont know about the code but experimenting with the ~30% hci i can get for wrestling it seems to make a difference when sparring w my buddies
uh oh
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Re: Does HCI effect wrestling
Tha answer is affirmative.Check runuo code Scripts/Items/Weapons/BaseWeapons.cs.Its right there.
I think fists swing at a fixed speed,but havent found the code to prove it.
I think fists swing at a fixed speed,but havent found the code to prove it.
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Re: Does HCI effect wrestling
This is part of the answer. I understand what youre saying calvin, but that doesnt apply, bc when runuo code was written they seemily didnt follow strict rules. And code is scattered all over the place.DG wrote:Tha answer is affirmative.Check runuo code Scripts/Items/Weapons/BaseWeapons.cs.Its right there.
I think fists swing at a fixed speed,but havent found the code to prove it.
tl;dr - HCI affects wrestling, UNLESS demise changed the code from the base runuo.
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