![]() ||| Check if apply_value, apply_duration is equal with grades (1/2/3/4/5) from settings, blend.txt ||| TODO-UNFINISHED: Check if apply_type exists in bonuses. Void ItemAwardManager::CheckItemSocket(TItemAward & rkItemAward, const TItemTable & rkItemTable)įor ( size_t i = 0 i (rkItemTable. ||| New created equipments had no available slots. dwSocket0 Ĭonst uint8_t bSkillType = pkSkillTable-> bType Ĭonst bool bIsPCSkill = (JOB_WARRIOR + 1 1 & !bIsStackableItem) Uint32_t dwSocket0SkillVnum = rkItemAward. 5f)), 30) Ĭonst int16_t sApplyNormalHitValue = std::abs( sApplySkillDamageValue) vec_skillTable)Ĭonst bool bIsBookItem = (rkItemAward. sAddonType = - 1) įor ( size_t i = 0 i (( gauss_random( 0, 5) + 0. ![]() Void ItemAwardManager::CheckItemAddonType(TItemAward & rkItemAward, const TItemTable & rkItemTable)Ĭonst bool bIsAddonTypeItem = (rkItemTable. ||| Now when the item will be inserted there'll be a check if item doesn't have those bonuses (from query) add a random average/skill damage bonus value. ![]() ||| value x, y as default, so they'll will be without bonuses and get 'bugged'. ||| That's for the items which have addon type (-1) and you added them in item shop without bonuses like skill damage or hit damage, ||| - Fixed unknown average/skill damage bonus value. If (iAttributeSet != ITEM_ATTRIBUTE_NONE)Ĭonst int16_t sMinValue = static_cast(pkAttrTable-> lValues) Ĭonst int16_t sMaxValue = static_cast(pkAttrTable-> lValues)) - 1]) bSubType Ĭonst int8_t iAttributeSet = GetItemAttributeSetIndex(bItemType, bItemSubType) bType Ĭonst uint8_t bItemSubType = rkItemTable. Void ItemAwardManager::CheckItemAttributes(TItemAward & rkItemAward, const TItemTable & rkItemTable, const std::vector vec_itemAttrTable)Ĭonst uint8_t bItemType = rkItemTable. ||| If the bonus type can't be added into a specific item, the bonus will be ignored > deleted. ||| same thing with the values lower than lvl1, like 5 HP_REGEN on your neck, when the minimum (lv1) is 10, the value will be replaced with 10. ||| and your 500 INT value will be replaced with max value from lvl5 of bonus, like 12 (lv5), that happen with all the bonuses, Add +500 INT to your shield, now there's a check for min-max value of em_attr Lv.1 - Lv.5 Add 2000M MAX_HP on your Sword+9, was possible, now not. ||| You can't insert wrong bonuses into a specific item. ||| - Added a check for attr types and values min - max. end())Įlse if (c_iter_type-> first = ITEM_WEAPON) ![]() If (c_iter_sub_type != c_iter_type-> second. end())Ĭonst auto c_iter_sub_type = c_iter_type-> second. ![]() Static const TAttributeMapT mapAttrSetFields =Ĭonst auto c_iter_type = mapAttrSetFields. Int8_t ItemAwardManager::GetItemAttributeSetIndex( const uint8_t bItemType, const uint8_t bItemSubType) const ||| Attribute set index, return a specific index by item type & item sub type. Std::map >& ItemAwardManager::GetMapkSetAwardByLogin() Str_to_number( kData->dwSocket2, row) įor ( size_t j = 0 j aAttr. Snprintf(szQuery, sizeof(szQuery), "SELECT id,login,vnum,count,socket0,socket1,socket2,mall,why FROM item_award WHERE taken_time IS NULL and id > %d", g_dwLastCachedItemAwardID) "FROM item_award WHERE taken_time IS NULL and id > %d", g_dwLastCachedItemAwardID) Snprintf(szQuery, sizeof(szQuery), "SELECT id, login, vnum, count, socket0, socket1, socket2, " f || fabs(s) %d", g_dwLastCachedItemAwardID) Return ( fNextGaussian * sigma) + fAverage Inline float gauss_random( const float fAverage, const float sigma) Inline double uniform_random( const double a, const double b) ![]()
0 Comments
Leave a Reply. |