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Variable damage to/from mobs
* Player weapons and armor ratings are taken into account when damaging/getting damaged by mobs. * Players have a 5% chance to critical strike mobs, this doubles the player's weapon power. * Aside from player and mob stat based damage variance, there is also an inherent 20% variance to any damage.
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@@ -117,8 +117,7 @@ void TableData::init() {
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auto item = _item.value();
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int typeOverride = getItemType(i); // used for special cases where iEquipLoc doesn't indicate item type
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ItemManager::ItemData[std::pair<int32_t, int32_t>(item["m_iItemNumber"], typeOverride != -1 ? typeOverride : (int)item["m_iEquipLoc"])]
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= { item["m_iTradeAble"] == 1, item["m_iSellAble"] == 1, item["m_iItemPrice"], item["m_iItemSellPrice"], item["m_iStackNumber"], i > 9 ? 0 : (int)item["m_iMinReqLev"],
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i > 9 ? 1 : (int)item["m_iRarity"] };
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= { item["m_iTradeAble"] == 1, item["m_iSellAble"] == 1, item["m_iItemPrice"], item["m_iItemSellPrice"], item["m_iStackNumber"], i > 9 ? 0 : (int)item["m_iMinReqLev"], i > 9 ? 1 : (int)item["m_iRarity"], i > 9 ? 0 : (int)item["m_iPointRat"], i > 9 ? 0 : (int)item["m_iGroupRat"], i > 9 ? 0 : (int)item["m_iDefenseRat"] };
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}
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}
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