Page 1 of 1

[accepted] [debate] Ichor of the Deep

PostPosted: Thu Mar 12, 2009 8:28 pm
by Xali
Hi all.

I did some fixes for the Realm Ability "Ichor of the Deep". On live it deals spirit damage and the resist are actualy calculated in with. That hasn't been done in dol yet. The root itself is also resist and determination based.
Code: Select all
#region resist and det
GameLiving m_target = caster.TargetObject as GameLiving;

int primaryResistModifier = m_target.GetResist(eDamageType.Spirit);
int secondaryResistModifier = m_target.SpecBuffBonusCategory[(int)eProperty.Resist_Spirit];
int rootdet = ((m_target.GetModified(eProperty.SpeedDecreaseDuration) - 100) * -1);

int ResistModifier = 0;
ResistModifier += (int)((dmgValue * (double)primaryResistModifier) * -0.01);
ResistModifier += (int)((dmgValue + (double)ResistModifier) * (double)secondaryResistModifier * -0.01);


if (m_target is GamePlayer)
{
dmgValue += ResistModifier;
}
if (m_target is GameNPC)
{
dmgValue += ResistModifier;
}

int rootmodifier = 0;
rootmodifier += (int)((duration * (double)primaryResistModifier) * -0.01);
rootmodifier += (int)((duration + (double)primaryResistModifier) * (double)secondaryResistModifier * -0.01);
rootmodifier += (int)((duration + (double)rootmodifier) * (double)rootdet * -0.01);

duration += rootmodifier;

if (duration < 1)
duration = 1;
#endregion
I also made a small patch as it is the way things are working here now :mrgreen:

http://rapidshare.com/files/208510418/ichor.patch.html


sorry for the rapidshare link but i don't have a host for stuff like this yet.


Greetings Xali

Re: Ichor of the Deep

PostPosted: Thu Mar 12, 2009 9:40 pm
by Graveen
Accepted, soon in SVN, thank you

There is not a propertycalc taking care of determination ?

Perhaps a brand new one inherited from the current, to apply (or not) determination and resists w/o coding all the stuff each time they are necessary ?