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Old 07-25-2012, 06:13 PM
Kayen
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Join Date: Mar 2009
Location: -
Posts: 228
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For this revision I implemented the skill index to this effect, which it naturally uses.

I added this function for doing the calculations.

Code:
sint16 Mob::GetMeleeMinDamageMod_SE(int16 skill)
{
	int dmg_mod = 0;
					
	dmg_mod  = itembonuses.MinDamageModifier[skill] + spellbonuses.MinDamageModifier[skill] +
				itembonuses.MinDamageModifier[HIGHEST_SKILL+1] + spellbonuses.MinDamageModifier[HIGHEST_SKILL+1];

	if(dmg_mod < -100)
		dmg_mod = -100;

	return dmg_mod;
}
Replace that line of code with something like this.

Code:
min_damage += min_damage * GetMeleeMinDamageMod_SE(skill) / 100;
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