Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

adding dispells, summon inepts, calming gaze, flame bolts to scroll loot table, also fix raise vital message #1900

Merged
merged 13 commits into from
May 17, 2019

Conversation

dirtyelf
Copy link
Contributor

No description provided.

gmriggs
gmriggs previously approved these changes May 15, 2019
@dirtyelf dirtyelf changed the title adding dispells, summon inepts, calming gaze, flame bolts to scroll loot table adding dispells, summon inepts, calming gaze, flame bolts to scroll loot table, also fix raise vital message May 17, 2019
@@ -76,7 +76,7 @@ public uint Base
{
get
{
var attr = AttributeFormula.GetFormula(creature, Vital);
var attr = AttributeFormula.GetFormula(creature, Vital, false);
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

hm that looks reasonable for Base maybe, but it breaks Current/MaxValue
dunno if you are familiar with the /showstats command, but it is very useful for testing these scenarios
MaxValue would also need to be changed to this:

        public uint MaxValue
        {
            get
            {
                var attr = AttributeFormula.GetFormula(creature, Vital, true);

                uint total = StartingValue + Ranks + attr;

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

makes sense, thanks for reviewing


var multiplier = creature.EnchantmentManager.GetVitalMod_Multiplier(this);
Copy link
Collaborator

@gmriggs gmriggs May 17, 2019

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

this should still be getting the enchantments here

                var attr = AttributeFormula.GetFormula(creature, Vital, true);

                uint total = StartingValue + Ranks + attr;

                var multiplier = creature.EnchantmentManager.GetVitalMod_Multiplier(this);
                var additives = creature.EnchantmentManager.GetVitalMod_Additives(this);

                total = (uint)Math.Round(total * multiplier + additives);

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

what do those account for? are they not included in the AttributeForumula? my char vitals were properly updating with endurance/willpower without them

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

looks like these may be cantrips, essence glutton, life giver, etc...

Copy link
Collaborator

@gmriggs gmriggs May 17, 2019

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

EnchantmentManager.GetVitalMod* would be all of the direct vital enchantments. Base(current) would be getting the enchantments for the attributes

GetVitalMod_Multiplier would be things like asheron's benediction
GetVitalMod_Additive would be things like essence glutton

@gmriggs gmriggs merged commit 0a9e527 into ACEmulator:master May 17, 2019
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

2 participants