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Aumento de damage por resete


Kemix

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Utilizado em conjunto com:
COMBAT.CPP
procure:
int size0 = lua_gettop(L);
adicionar abaixo:
int mares = g_config.getNumber(ConfigManager::MAGIC_RES_DAM);
procure:
damage.primary.value = normal_random(
LuaScriptInterface::getNumber<int32_t>(L, -2),
LuaScriptInterface::getNumber<int32_t>(L, -1)
);
lua_pop(L, 2);
}
substitua:
damage.primary.value = normal_random(
LuaScriptInterface::getNumber<int32_t>(L, -2) * ((player->getResets() * mares/100) + 1),
LuaScriptInterface::getNumber<int32_t>(L, -1) * ((player->getResets() * mares/100) + 1)
);
lua_pop(L, 2);
}
WEAPONS.H
procure:
static int32_t getMaxMeleeDamage(int32_t attackSkill, int32_t attackValue);
adicone abaixo:
static int32_t getMaxWeaponDamage(uint32_t level, uint32_t resets, int32_t attackSkill, int32_t attackValue, float attackFactor);
WEAPONS.CPP
procure:
int32_t Weapons::getMaxWeaponDamage(uint32_t level, int32_t attackSkill, int32_t attackValue, float attackFactor)
{
int meres = g_config.getNumber(ConfigManager::MELEE_RES_DAM);
return static_cast<int32_t>(std::ceil((2 * (attackValue * (attackSkill + 5.8) / 25 + (level - 1) / 10.)) / attackFactor));
}
substitua:
int32_t Weapons::getMaxWeaponDamage(uint32_t level, uint32_t resets, int32_t attackSkill, int32_t attackValue, float attackFactor)
{
int meres = g_config.getNumber(ConfigManager::MELEE_RES_DAM);
return static_cast<int32_t>(std::ceil(((resets * meres/100) + 1) * (2 * (attackValue * (attackSkill + 5.8) / 25 + (level - 1) / 10.)) / attackFactor));
}
procure:
int32_t maxDamage = Weapons::getMaxWeaponDamage(player->getLevel(), attackSkill, attackValue, attackFactor);
substitua:
int32_t maxDamage = Weapons::getMaxWeaponDamage(player->getLevel(), player->getResets(), attackSkill, attackValue, attackFactor);
procure:
int32_t maxValue = Weapons::getMaxWeaponDamage(player->getLevel(), attackSkill, attackValue, attackFactor);
substitua:
int32_t maxValue = Weapons::getMaxWeaponDamage(player->getLevel(), player->getResets(), attackSkill, attackValue, attackFactor);
procure:
int32_t maxValue = static_cast<int32_t>(Weapons::getMaxWeaponDamage(player->getLevel(), attackSkill, attackValue, attackFactor) * player->getVocation()->meleeDamageMultiplier);
substitua:
int32_t maxValue = static_cast<int32_t>(Weapons::getMaxWeaponDamage(player->getLevel(), player->getResets(), attackSkill, attackValue, attackFactor) * player->getVocation()->meleeDamageMultiplier);
procure:
int32_t maxValue = Weapons::getMaxWeaponDamage(player->getLevel(), attackSkill, attackValue, attackFactor); 
substitua:
int32_t maxValue = Weapons::getMaxWeaponDamage(player->getLevel(), player->getResets(), attackSkill, attackValue, attackFactor);
procure:
int32_t maxValue = static_cast<int32_t>(Weapons::getMaxWeaponDamage(player->getLevel(), attackSkill, attackValue, attackFactor) * player->getVocation()->distDamageMultiplier);
substitua:
int32_t maxValue = static_cast<int32_t>(Weapons::getMaxWeaponDamage(player->getLevel(), player->getResets(), attackSkill, attackValue, attackFactor) * player->getVocation()->distDamageMultiplier);
COMFIGMANAGER.CPP
procure:
integer[RATE_SPAWN] = getGlobalNumber(L, "rateSpawn", 1);
adicione abaixo:
integer[MELEE_RES_DAM] = getGlobalNumber(L, "MeleeDamResMult", 10);
integer[MAGIC_RES_DAM] = getGlobalNumber(L, "MagicDamResMult", 10);
CONFIGMANAGER.H
procure:
RATE_SPAWN,
adicione baixo:
MELEE_RES_DAM,
MAGIC_RES_DAM,
LUASCRIPT.CPP
procure:
registerEnumIn("configKeys", ConfigManager::RATE_SPAWN)
adicione abaixo:
registerEnumIn("configKeys", ConfigManager::MELEE_RES_DAM)
registerEnumIn("configKeys", ConfigManager::MAGIC_RES_DAM)

 

 

 

Depois adicione no config.lua do seu servidor:

-- Reset
-- NOTE: % of damage for reset
MeleeDamResMult = 100
MagicDamResMult = 100

Dessa forma cada resete o dano do player vai aumentar 100% em hit e 100% em magia.

 

Editado por Kemix
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