seveianrex
10-23-2008, 06:39 PM
{zone/effects.cpp}
@152
locate:
chance += GetAA(aaFuryofMagicMastery2) * 2; //just in case
and replace with
chance += GetAA(aaFuryofMagicMastery2) * 2;
(anal retentive, maybe, but I don't want it getting removed in future because the comment makes it sound iffy)
{zone/aggro.cpp}
@1184
locate:
switch (GetAA(aaSpellCastingSubtlety))
{
case 1:
AggroAmount = AggroAmount * 95 / 100;
break;
case 2:
AggroAmount = AggroAmount * 90 / 100;
break;
case 3:
AggroAmount = AggroAmount * 80 / 100;
break;
}
add after:
switch (GetAA(aaSpellCastingSubtlety2))
{
case 1:
AggroAmount = AggroAmount * 95 / 100;
break;
case 2:
AggroAmount = AggroAmount * 90 / 100;
break;
case 3:
AggroAmount = AggroAmount * 80 / 100;
break;
}
{zone/special_attacks.cpp}
line 30, locate:
int Mob::GetKickDamage() const {
int multiple=(GetLevel()*100/5);
multiple += 100;
int dmg=(
(
(GetSkill(KICK) + GetSTR() + GetLevel())*100 / 9000
) * multiple
)
+ 600; //Set a base of 6 damage, 1 seemed too low at the sub level 30 level.
if(GetClass() == WARRIOR || GetClass() == WARRIORGM
||GetClass() == BERSERKER || GetClass() == BERSERKERGM) {
dmg*=12/10;//small increase for warriors
}
dmg /= 100;
return(dmg);
}
REPLACE with
int Mob::GetKickDamage() const {
int multiple=(GetLevel()*100/5);
multiple += 100;
int dmg=(
(
(GetSkill(KICK) + GetSTR() + GetLevel())*100 / 9000
) * multiple
)
+ 600; //Set a base of 6 damage, 1 seemed too low at the sub level 30 level.
if(GetClass() == WARRIOR || GetClass() == WARRIORGM
||GetClass() == BERSERKER || GetClass() == BERSERKERGM) {
dmg*=12/10;//small increase for warriors
}
dmg /= 100;
switch (GetAA(aaStrengthenedStrike))
{
case 1:
dmg *= 1.05;
break;
case 2:
dmg *= 1.15;
break;
case 3:
dmg *= 1.30;
break;
}
return(dmg);
}
line 48, locate:
int Mob::GetBashDamage() const {
int multiple=(GetLevel()*100/5);
multiple += 100;
//this is complete shite
int dmg=(
(
((GetSkill(BASH) + GetSTR())*100 + GetLevel()*100/2) / 10000
) * multiple
)
+ 600; //Set a base of 6 damage, 1 seemed too low at the sub level 30 level.
dmg /= 100;
return(dmg);
}
REPLACE with
int Mob::GetBashDamage() const {
int multiple=(GetLevel()*100/5);
multiple += 100;
//this is complete shite
int dmg=(
(
((GetSkill(BASH) + GetSTR())*100 + GetLevel()*100/2) / 10000
) * multiple
)
+ 600; //Set a base of 6 damage, 1 seemed too low at the sub level 30 level.
dmg /= 100;
switch (GetAA(aaStrengthenedStrike))
{
case 1:
dmg *= 1.05;
break;
case 2:
dmg *= 1.15;
break;
case 3:
dmg *= 1.30;
break;
}
switch (GetAA(aaViciousSmash))
{
case 1:
dmg *= 1.05;
break;
case 2:
dmg *= 1.15;
break;
case 3:
dmg *= 1.30;
break;
}
return(dmg);
}
{zone/pets.cpp}
@ 204 locate:
[code]
//TODO: think about regen (engaged vs. not engaged)
and add before:
switch (GetAA(aaElementalDurability))
{
case 1:
npc_type->max_hp *= 1.02;
npc_type->cur_hp = npc_type->max_hp;
break;
case 2:
npc_type->max_hp *= 1.05;
npc_type->cur_hp = npc_type->max_hp;
break;
case 3:
npc_type->max_hp *= 1.10;
npc_type->cur_hp = npc_type->max_hp;
break;
}
@152
locate:
chance += GetAA(aaFuryofMagicMastery2) * 2; //just in case
and replace with
chance += GetAA(aaFuryofMagicMastery2) * 2;
(anal retentive, maybe, but I don't want it getting removed in future because the comment makes it sound iffy)
{zone/aggro.cpp}
@1184
locate:
switch (GetAA(aaSpellCastingSubtlety))
{
case 1:
AggroAmount = AggroAmount * 95 / 100;
break;
case 2:
AggroAmount = AggroAmount * 90 / 100;
break;
case 3:
AggroAmount = AggroAmount * 80 / 100;
break;
}
add after:
switch (GetAA(aaSpellCastingSubtlety2))
{
case 1:
AggroAmount = AggroAmount * 95 / 100;
break;
case 2:
AggroAmount = AggroAmount * 90 / 100;
break;
case 3:
AggroAmount = AggroAmount * 80 / 100;
break;
}
{zone/special_attacks.cpp}
line 30, locate:
int Mob::GetKickDamage() const {
int multiple=(GetLevel()*100/5);
multiple += 100;
int dmg=(
(
(GetSkill(KICK) + GetSTR() + GetLevel())*100 / 9000
) * multiple
)
+ 600; //Set a base of 6 damage, 1 seemed too low at the sub level 30 level.
if(GetClass() == WARRIOR || GetClass() == WARRIORGM
||GetClass() == BERSERKER || GetClass() == BERSERKERGM) {
dmg*=12/10;//small increase for warriors
}
dmg /= 100;
return(dmg);
}
REPLACE with
int Mob::GetKickDamage() const {
int multiple=(GetLevel()*100/5);
multiple += 100;
int dmg=(
(
(GetSkill(KICK) + GetSTR() + GetLevel())*100 / 9000
) * multiple
)
+ 600; //Set a base of 6 damage, 1 seemed too low at the sub level 30 level.
if(GetClass() == WARRIOR || GetClass() == WARRIORGM
||GetClass() == BERSERKER || GetClass() == BERSERKERGM) {
dmg*=12/10;//small increase for warriors
}
dmg /= 100;
switch (GetAA(aaStrengthenedStrike))
{
case 1:
dmg *= 1.05;
break;
case 2:
dmg *= 1.15;
break;
case 3:
dmg *= 1.30;
break;
}
return(dmg);
}
line 48, locate:
int Mob::GetBashDamage() const {
int multiple=(GetLevel()*100/5);
multiple += 100;
//this is complete shite
int dmg=(
(
((GetSkill(BASH) + GetSTR())*100 + GetLevel()*100/2) / 10000
) * multiple
)
+ 600; //Set a base of 6 damage, 1 seemed too low at the sub level 30 level.
dmg /= 100;
return(dmg);
}
REPLACE with
int Mob::GetBashDamage() const {
int multiple=(GetLevel()*100/5);
multiple += 100;
//this is complete shite
int dmg=(
(
((GetSkill(BASH) + GetSTR())*100 + GetLevel()*100/2) / 10000
) * multiple
)
+ 600; //Set a base of 6 damage, 1 seemed too low at the sub level 30 level.
dmg /= 100;
switch (GetAA(aaStrengthenedStrike))
{
case 1:
dmg *= 1.05;
break;
case 2:
dmg *= 1.15;
break;
case 3:
dmg *= 1.30;
break;
}
switch (GetAA(aaViciousSmash))
{
case 1:
dmg *= 1.05;
break;
case 2:
dmg *= 1.15;
break;
case 3:
dmg *= 1.30;
break;
}
return(dmg);
}
{zone/pets.cpp}
@ 204 locate:
[code]
//TODO: think about regen (engaged vs. not engaged)
and add before:
switch (GetAA(aaElementalDurability))
{
case 1:
npc_type->max_hp *= 1.02;
npc_type->cur_hp = npc_type->max_hp;
break;
case 2:
npc_type->max_hp *= 1.05;
npc_type->cur_hp = npc_type->max_hp;
break;
case 3:
npc_type->max_hp *= 1.10;
npc_type->cur_hp = npc_type->max_hp;
break;
}