![]() ||| 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) How to calculate your average damage? - SRO Guides & Templates - 21 Replies This might be interesting to someone and I dont think all of the players know how to do that.Inline double uniform_random( const double a, const double b) I have a 9d +4 level 76 sword and 9d +4 level 76 shield and +3 8d garm set. He was a Blade/Shield wearing an armor set and all gear was only regular gear with +3(no sox). I have just attempted to go 1 on 1 against another level 76 player. You are sacrificing HP for high damage correct? So you should be able to dish out higher hits then full str builds or no? Average skill Miner and PI Alt - $25 - Eve Online Trading - 1 Replies Hello, I am selling a Miner/PI account with the following skills:ħ6 full int = average damage - SRO Private Server - 13 Replies My original thought on a full int nuker was this: Compensates for lower HP by having hella high damage. ![]()
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