lillecarl
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Posts posted by lillecarl
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@Vlad Are condition id's called from the core via hardcoded ids somewhere you mean?
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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"?
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Bg events? what is that?
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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?
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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?
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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
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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.
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As schmo said, your database is not up to date.
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Haha forgot to tell you its in statsystem.cpp.
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You have it there. Just search for the function name.
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Never mind, i were thinking of another solution. But maby your's is smarter ^^,
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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); }
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I checked from mangos one, ill look into the master code.
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I suppose, but i havent looked into it. I wich you good luck:)
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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%)
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What if we would have a columb where we could specify more then one link target?
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Does the same apply for 2.4.3?
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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! =)
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Yeah, well i just think it's wierd! I belive you, computers were once logic, then something happened!
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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!
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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.
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DaC how can that give correct? strtoupper doesnt it make the entire string uppercase?
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one byte is 8 bit, i think that might be the reason ^^,
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No problem! Knowledge should be shared! =) Just keep that in mind and im happy
[Discussion] Changes to db-scripts and condition system
in OldCore modifications
Posted
Well then just reserve a thousand?