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http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/oncc_all.gif | http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/oncc_all.gif | ||
==0x00- | ==0x00-0x27== | ||
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" | {| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" | ||
|- BGCOLOR="#FFDDBB" ALIGN=CENTER | |- BGCOLOR="#FFDDBB" ALIGN=CENTER | ||
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| ALIGN=LEFT | maximal falling height with damage | | ALIGN=LEFT | maximal falling height with damage | ||
|} | |} | ||
;Falling height: let FH1 be the height at | ;Falling height: let FH1 be the height at 0x20 | ||
:let FH2 be the height at | :let FH2 be the height at 0x24 | ||
:let BH be the base health of the character | :let BH be the base health of the character | ||
:let FH be the actual falling height | :let FH be the actual falling height | ||
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:if FH < FH1, the character takes no damage | :if FH < FH1, the character takes no damage | ||
:if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH | :if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH | ||
==0x22-0x41== | ==0x22-0x41== | ||
{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" | {| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=0 BGCOLOR="#000000" |