Procs don't seem to be proccing much on my server and I looked at the OffensiveProc handler and found this..
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int baseChance = Spell.Frequency / 100;
Should the / 100 bit be deleted? any thoughts?
int baseChance = Spell.Frequency / 100;
int baseChance = Spell.Frequency / 100; // 80 / 100 = 0.8 but rounded up to 1.
//removed the melee wep code from this comment as theres nothing wrong with that..
if (baseChance < 1)
baseChance = 1;
if (Util.Chance(baseChance)) // that will be Util.Chance(1)) and as far as I know if its Util.Chance(10) for example then it will create a random number between 1 and 100, if the number generated is less than 10 it returns TRUE.
{

if you don't like it, change it for your server, geshi =)Craziness, ok thanks

m_frequency = dbspell.Frequency * 100; 333 m_duration = dbspell.Duration * 1000;
334 m_frequency = dbspell.Frequency * 100;
335 m_pulse = dbspell.Pulse;
336 m_pulse_power = dbspell.PulsePower;
337 m_power = dbspell.Power;
338 m_casttime = (int)(dbspell.CastTime * 1000);
339 m_recastdelay = dbspell.RecastDelay * 1000; m_frequency = dbspell.Frequency * 100; (freq. = 100) -> 10000It seems the change will not be neccessary due to the ever suprising structure of dol:
spell.cs, ctor(DBSpell)It seems your frequency in the db should just be the percentage chance, and that the division by 100 is to remove this suprising act from the spell constructor.
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m_frequency = dbspell.Frequency * 100;
Can't say I like that, maybe we need to annotate the spell.cs properties to more openly reflect that they are not the values of the database entries equivalent records.
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333 m_duration = dbspell.Duration * 1000;
334 m_frequency = dbspell.Frequency * 100;
335 m_pulse = dbspell.Pulse;
336 m_pulse_power = dbspell.PulsePower;
337 m_power = dbspell.Power;
338 m_casttime = (int)(dbspell.CastTime * 1000);
339 m_recastdelay = dbspell.RecastDelay * 1000;
if (baseChance < 1)
baseChance = 1;Return to “%s” DOL Code Contributions
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