and if you look further down the page you'll see
Code:
if (tauntchance > MakeRandomFloat(0, 100)) {
// this is the max additional hate added per succesfull taunt
tauntvalue = (MakeRandomInt(5, 10) * level);
//tauntvalue = (sint32) ((float)level * 10.0 * (float)rand()/(float)RAND_MAX + 1);
// new hate: find diff of player's hate and whoever's at top of list, add that plus tauntvalue to players hate
newhate = who->GetNPCHate(hate_top) - who->GetNPCHate(this) + tauntvalue;
// add the hate
who->CastToNPC()->AddToHateList(this, newhate);
}
else{
//generate at least some hate reguardless of the outcome.
who->CastToNPC()->AddToHateList(this, (MakeRandomInt(5, 10)*level));
}
}
//generate at least some hate reguardless of the outcome.
who->CastToNPC()->AddToHateList(this, (MakeRandomInt(5, 10)*level));
}
so it's adding hate even it taunt fails? Wierd from what i remember if it failed you got no hate whatsoever (at least did'nt
ever take aggo) so if i changed
Code:
else{
//generate at least some hate reguardless of the outcome.
who->CastToNPC()->AddToHateList(this, (MakeRandomInt(5, 10)*level));
}
}
//generate at least some hate reguardless of the outcome.
who->CastToNPC()->AddToHateList(this, (MakeRandomInt(5, 10)*level));
to
Code:
else{
//generate at least some hate reguardless of the outcome.
who->CastToNPC()->AddToHateList(this, (0));
}
}
//generate at least some hate reguardless of the outcome.
who->CastToNPC()->AddToHateList(this, (0));
would that mean that if your taunt failed you get no added hate what so ever?