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Spell Support Broken Spells? Want them Fixed? Request it here.

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  #1  
Old 01-15-2012, 09:44 PM
AudioGarden21
Sarnak
 
Join Date: Aug 2004
Posts: 80
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Quote:
Originally Posted by lerxst2112 View Post
Doesn't look like that value is used at all.

Code:
	// iterate through our defensive procs and try each of them
	for (int i = 0; i < MAX_PROCS; i++) {
			if (MakeRandomInt(0, 100) < MakeRandomInt(0, 20)) {
				ExecWeaponProc(DefensiveProcs[i].spellID, on);
			}
	}
I'm still learning my way around the code, and honestly haven't fiddled with it much, otherwise I'd go through and fix everything I could myself, but alas, I need the help of others like yourself for the time being, until I can understand the coding process better.

Any ideas as to why it's not using the proc rate modifier value, and possibly how to implement it such that it does? Having this functionality would greatly improve our ability to spice up some spells, be they custom or just improving that which already exists.

All help thus far has been much appreciated.

EDIT

If I'm reading that code right, the line "if (MakeRandomInt(0, 100) < MakeRandomInt(0, 20)" means that if a randomly generated number between 0 and 100 is less than any number generated between 0 and 20 by the second generator, then we get a successful proc? Is that right? Seems like it should be more like normal procs, and thus be affected by the spell modifier. This just doesn't sound like the proper implementation of the defensive proc effect.
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  #2  
Old 06-10-2012, 08:40 PM
squevis667
Fire Beetle
 
Join Date: Dec 2010
Posts: 18
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*bump*
Was this ever addressed?
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