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Old 08-05-2008, 11:52 PM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
Default Chaotic Potential AA Fix

This code was submitted by Spider 661, and I am re-posting it here so it is easier to keep track of to get added to the source:

Quote:
Originally Posted by spider661 View Post
i was going though the code working on a magelo clone and i noticed my hp on the clone where not showing up right in game then i did a show stats and boom there where the stats so i started looking though them in the code and what do you know..

Chaotic Potential as not being calculated into the getmaxstat() setting..

i set this but have not tested

works in the clone though.'
client_mods.cpp
Code:
sint16 Client::GetMaxStat() const {
	int level = GetLevel();
	
	sint16 base = 0;
	
	if (level < 61) {
		base = 255;
	}
	else if (level < 71) {
		base =  255 + 5 * (level - 60);
	}
	else {
		base = 280;
	}
	
	base += GetAA(aaPlanarPower) * 5;
//////////ADDED/////////////////////////////////////
	base += GetAA(aaChaoticPotential) * 5;
////////END ADDED///////////////////////////////////
	return(base);
}
like i said have not tested it not sure if aaChaoticPotential is defined anywhere but it at lests show what im talking about.
Here is his second post that includes 1 more minor change to be added, as well as confirmation that the first change worked as intended:

Quote:
Originally Posted by spider661 View Post
noted also that the stats for anyone over lvl 71 are not right also..

according to the char sheet. without aas the max stat is 330 so that would make the new getmaxstat read like so.

Code:
sint16 Client::GetMaxStat() const {
	int level = GetLevel();
	
	sint16 base = 0;
	
	if (level < 61) {
		base = 255;
	}
	else if (level < 71) {
		base =  255 + 5 * (level - 60);
	}
	else {
/////////////ADDED///////////////////////////////////////////////
//added is for my notes its actually edited from 280 to 330
		base = 330;
////////////END ADDED///////////////////////////////////////////
	}
	
	base += GetAA(aaPlanarPower) * 5;
//////////ADDED/////////////////////////////////////
	base += GetAA(aaChaoticPotential) * 5;
////////END ADDED///////////////////////////////////
	return(base);
}
this has been tested and works
The original thread can be found here:

http://www.eqemulator.net/forums/showthread.php?t=25717

Again, I had nothing to do with writing this code. I am just quoting it here for easy reference and organization of code submissions. Spider661 gets all the credit. I am running this code change on my server and it works perfectly.
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