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Thread: [VIP][MOD] Player Stat rates
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15-02-16, 12:46 AM #1
[VIP][MOD] Player Stat rates
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This is an external mod dependent on my VIP Engine:
This requires you have installed my VIP Engine Found Here -> VIP Engine
search your source for these files to edit:
src/server/game/entities/Unit/Statsystem.cpp
src/server/game/enteties/Player/Player.cpp
add if not already added at top with #includes:
Code:#include "Grumboz_VIP_Core.h"
Armor Mod
src/server/game/entities/Unit/Statsystem.cpp
at top with #includes
Code:#include "Grumboz_VIP_Core.h"
Code:float VIP_OFFSET = VIP::GetVIPOFFSET(); uint32 acctId = GetSession()->GetAccountId(); uint8 Pvip = VIP::GetVIP(acctId); float MOD = (Pvip * VIP_OFFSET);
replace SetArmor(uint32)value) with:
Code:uint32 THP = (uint32)value * MOD; int32 HPMOD = (int32)value + THP; SetArmor(HPMOD);
Health Mod
src/server/game/entities/Unit/Statsystem.cpp
at top with #includes
Code:#include "Grumboz_VIP_Core.h" #include "WorldSession.h"
replace void Player::UpdateMaxHealth()
Code:void Player::UpdateMaxHealth() { float VIP_OFFSET = VIP::GetVIPOFFSET(); uint32 acctId = GetSession()->GetAccountId(); uint8 Pvip = VIP::GetVIP(acctId); float MOD = (Pvip * VIP_OFFSET); UnitMods unitMod = UNIT_MOD_HEALTH; float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth(); value *= GetModifierValue(unitMod, BASE_PCT); value += GetModifierValue(unitMod, TOTAL_VALUE) + GetHealthBonusFromStamina(); value *= GetModifierValue(unitMod, TOTAL_PCT); float THP = (uint32)value * MOD; float HPMOD = (uint32)value + THP; SetMaxHealth(uint32(HPMOD)); }
Item Stat Mod
src/server/game/enteties/Player/Player.cpp
inside void Player::_ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
line 7820
Code:float VIP_OFFSET = VIP::GetVIPOFFSET(); uint32 acctId = GetSession()->GetAccountId(); uint8 Pvip = VIP::GetVIP(acctId); float MOD = (Pvip * VIP_OFFSET);
use + (val * MOD) for increasing stats like
Code:case ITEM_MOD_MANA: HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val + (val * MOD)), apply); break;
Code:case ITEM_MOD_HIT_TAKEN_RATING: ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val - (val * MOD)), apply); ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val - (val * MOD)), apply); ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val - (val * MOD)), apply); break;
Talent Mod
src/server/game/entities/Player.cpp
inside void Player::InitTalentForLevel()
line 3144
Code:uint32 acct_id = GetSession()->GetAccountId(); uint8 Pvip = VIP::GetVIP(acct_id); uint8 VIP_TP_BONUS = VIP::GetTALENTBONUS(); uint8 TPMOD = (Pvip * VIP_TP_BONUS);
Code:if (m_usedTalentCount > (talentPointsForLevel + TPMOD))
Code:SetFreeTalentPoints((talentPointsForLevel + TPMOD) - m_usedTalentCount);
line 4393
Code:uint32 acct_id = GetSession()->GetAccountId(); uint8 Pvip = VIP::GetVIP(acct_id); uint8 VIP_TP_BONUS = VIP::GetTALENTBONUS(); uint8 TPMOD = (Pvip * VIP_TP_BONUS);
line 4410
Code:SetFreeTalentPoints(talentPointsForLevel + TPMOD);
Code:SetFreeTalentPoints(talentPointsForLevel + TPMOD);
Weapon Dmg Mod
/src/server/game/enteties/Player/
player.cpp
inside _ApplyWeaponDamage()
line 8117
Code:float VIP_OFFSET = VIP::GetVIPOFFSET(); uint32 acctId = GetSession()->GetAccountId(); uint8 Pvip = VIP::GetVIP(acctId); float MOD = (Pvip * VIP_OFFSET);
Code:float minDamage = proto->Damage[0].DamageMin + (proto->Damage[0].DamageMin / MOD); float maxDamage = proto->Damage[0].DamageMax + (proto->Damage[0].DamageMax / MOD);
/src/server/game/enteties/Unit/StatSystem.cpp
void Player::CalculateMinMaxDamage line 534
Code:float VIP_OFFSET = VIP::GetVIPOFFSET(); uint32 acctId = GetSession()->GetAccountId(); uint8 Pvip = VIP::GetVIP(acctId); float MOD = (Pvip * VIP_OFFSET);
Code:float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE) + (GetWeaponDamageRange(attType, MINDAMAGE) / MOD); float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE) + (GetWeaponDamageRange(attType, MAXDAMAGE) / MOD);
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