Utilizado em conjunto com:
COMBAT.CPP
procure:
int size0 = lua_gettop(L);
adicionar abaixo:
int mares = g_config.getNumber(ConfigManager::MAGIC_RES_DAM);
procure:
damage.primary.value = normal_random( LuaScriptInterface::getNumber<int32_t>(L, -2), LuaScriptInterface::getNumber<int32_t>(L, -1) ); lua_pop(L, 2); }
substitua:
damage.primary.value = normal_random( LuaScriptInterface::getNumber<int32_t>(L, -2) * ((player->getResets() * mares/100) + 1), LuaScriptInterface::getNumber<int32_t>(L, -1) * ((player->getResets() * mares/100) + 1) ); lua_pop(L, 2); }
WEAPONS.H
procure:
static int32_t getMaxMeleeDamage(int32_t attackSkill, int32_t attackValue);
adicone abaixo:
static int32_t getMaxWeaponDamage(uint32_t level, uint32_t resets, int32_t attackSkill, int32_t attackValue, float attackFactor);
WEAPONS.CPP
procure:
int32_t Weapons::getMaxWeaponDamage(uint32_t level, int32_t attackSkill, int32_t attackValue, float attackFactor) { int meres = g_config.getNumber(ConfigManager::MELEE_RES_DAM); return static_cast<int32_t>(std::ceil((2 * (attackValue * (attackSkill + 5.8) / 25 + (level - 1) / 10.)) / attackFactor)); }
substitua:
int32_t Weapons::getMaxWeaponDamage(uint32_t level, uint32_t resets, int32_t attackSkill, int32_t attackValue, float attackFactor) { int meres = g_config.getNumber(ConfigManager::MELEE_RES_DAM); return static_cast<int32_t>(std::ceil(((resets * meres/100) + 1) * (2 * (attackValue * (attackSkill + 5.8) / 25 + (level - 1) / 10.)) / attackFactor)); }
procure:
int32_t maxDamage = Weapons::getMaxWeaponDamage(player->getLevel(), attackSkill, attackValue, attackFactor);
substitua:
int32_t maxDamage = Weapons::getMaxWeaponDamage(player->getLevel(), player->getResets(), attackSkill, attackValue, attackFactor);
procure:
int32_t maxValue = Weapons::getMaxWeaponDamage(player->getLevel(), attackSkill, attackValue, attackFactor);
substitua:
int32_t maxValue = Weapons::getMaxWeaponDamage(player->getLevel(), player->getResets(), attackSkill, attackValue, attackFactor);
procure:
int32_t maxValue = static_cast<int32_t>(Weapons::getMaxWeaponDamage(player->getLevel(), attackSkill, attackValue, attackFactor) * player->getVocation()->meleeDamageMultiplier);
substitua:
int32_t maxValue = static_cast<int32_t>(Weapons::getMaxWeaponDamage(player->getLevel(), player->getResets(), attackSkill, attackValue, attackFactor) * player->getVocation()->meleeDamageMultiplier);
procure:
int32_t maxValue = Weapons::getMaxWeaponDamage(player->getLevel(), attackSkill, attackValue, attackFactor);
substitua:
int32_t maxValue = Weapons::getMaxWeaponDamage(player->getLevel(), player->getResets(), attackSkill, attackValue, attackFactor);
procure:
int32_t maxValue = static_cast<int32_t>(Weapons::getMaxWeaponDamage(player->getLevel(), attackSkill, attackValue, attackFactor) * player->getVocation()->distDamageMultiplier);
substitua:
int32_t maxValue = static_cast<int32_t>(Weapons::getMaxWeaponDamage(player->getLevel(), player->getResets(), attackSkill, attackValue, attackFactor) * player->getVocation()->distDamageMultiplier);
COMFIGMANAGER.CPP
procure:
integer[RATE_SPAWN] = getGlobalNumber(L, "rateSpawn", 1);
adicione abaixo:
integer[MELEE_RES_DAM] = getGlobalNumber(L, "MeleeDamResMult", 10); integer[MAGIC_RES_DAM] = getGlobalNumber(L, "MagicDamResMult", 10);
CONFIGMANAGER.H
procure:
RATE_SPAWN,
adicione baixo:
MELEE_RES_DAM, MAGIC_RES_DAM,
LUASCRIPT.CPP
procure:
registerEnumIn("configKeys", ConfigManager::RATE_SPAWN)
adicione abaixo:
registerEnumIn("configKeys", ConfigManager::MELEE_RES_DAM) registerEnumIn("configKeys", ConfigManager::MAGIC_RES_DAM)
Depois adicione no config.lua do seu servidor:
-- Reset -- NOTE: % of damage for reset MeleeDamResMult = 100 MagicDamResMult = 100
Dessa forma cada resete o dano do player vai aumentar 100% em hit e 100% em magia.