Jump to content

lillecarl

Members
  • Posts

    893
  • Joined

  • Last visited

  • Donations

    0.00 GBP 

Everything posted by lillecarl

  1. @Vlad Are condition id's called from the core via hardcoded ids somewhere you mean?
  2. Schmoo, is the intention that the mangos team should start maintaining the conditions system? Because otherwise it doesnt really matters, then its the database teams individual "problem"?
  3. I just had this thought, about DBC values. I remember i read a commit when we replaced a dbc value. I think this could be done in database way? Im not that smart/good with programming so i can come up with a general solution for this, but isnt it better to put those kinds of code to the database instead?
  4. Does it really matter that there are data mismatch between the database projects? Just put the "initial filler" to the repo and let the database developers use it?
  5. I think everyone seeking help should consider creating new topics after searching because it is hard to sort things out in a this big topic
  6. I think the movement generators use mmaps nowadays, which means they will generate other paths then those through stuff. Getting mmaps should solve some of your problems.
  7. As schmo said, your database is not up to date.
  8. Haha forgot to tell you its in statsystem.cpp.
  9. You have it there. Just search for the function name.
  10. Never mind, i were thinking of another solution. But maby your's is smarter ^^,
  11. void Player::UpdateDodgePercentage() { const float dodge_cap[MAX_CLASSES] = { 88.129021f, // Warrior 88.129021f, // Paladin 145.560408f, // Hunter 145.560408f, // Rogue 150.375940f, // Priest 88.129021f, // DK 145.560408f, // Shaman 150.375940f, // Mage 150.375940f, // Warlock 0.0f, // ?? 116.890707f // Druid }; float diminishing = 0.0f, nondiminishing = 0.0f; // Dodge from agility GetDodgeFromAgility(diminishing, nondiminishing); // Modify value from defense skill (only bonus from defense rating diminishes) nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f; diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f; // Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT); // Dodge from rating diminishing += GetRatingBonusValue(CR_DODGE); // apply diminishing formula to diminishing dodge chance uint32 pclass = getClass()-1; float value = nondiminishing + (diminishing * dodge_cap[pclass] / (diminishing + dodge_cap[pclass] * m_diminishing_k[pclass])); value = value < 0.0f ? 0.0f : value; if (value > 0.5f) value = 0.5f SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value); }
  12. I checked from mangos one, ill look into the master code.
  13. I suppose, but i havent looked into it. I wich you good luck:)
  14. edit void Player::UpdateDodgePercentage() to look like this: void Player::UpdateDodgePercentage() { // Dodge from agility float value = GetDodgeFromAgility(); // Modify value from defense skill value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f; // Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura value += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT); // Dodge from rating value += GetRatingBonusValue(CR_DODGE); value = value < 0.0f ? 0.0f : value; if (value > 0.50f) value = 0.50f SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value); } edit this to fit your needs: if (value > 0.50f) value = 0.50f (0.50f = 50%)
  15. What if we would have a columb where we could specify more then one link target?
  16. faramir, i think C#/Mono would do fine, and if you could write it working well with mono. There would be no problem at all! =)
  17. Yeah, well i just think it's wierd! I belive you, computers were once logic, then something happened!
  18. Yeah, i had a 1.12 server once, and it was very wierd. To bad i dont know at all where crit is calculated tho, but if you could write a good bug report HERE it would be awesome, because then someone more skilled could possibly take a look at the problem, GL with writing!
  19. character_stats is populated only if you specify in the config (for easier armory page creation etc..) But yes i have also noticed crit is scaling completely wrong. But it doesnt have to do with the character_stats table.
  20. DaC how can that give correct? strtoupper doesnt it make the entire string uppercase?
  21. one byte is 8 bit, i think that might be the reason ^^,
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use