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adding dispells, summon inepts, calming gaze, flame bolts to scroll loot table, also fix raise vital message #1900
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updating to latest
…ts and a few others
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@@ -76,7 +76,7 @@ public uint Base | |||
{ | |||
get | |||
{ | |||
var attr = AttributeFormula.GetFormula(creature, Vital); | |||
var attr = AttributeFormula.GetFormula(creature, Vital, false); |
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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;
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makes sense, thanks for reviewing
|
||
var multiplier = creature.EnchantmentManager.GetVitalMod_Multiplier(this); |
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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);
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what do those account for? are they not included in the AttributeForumula? my char vitals were properly updating with endurance/willpower without them
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looks like these may be cantrips, essence glutton, life giver, etc...
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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
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