Author: tomate
(2010/06/27 12:37) Over 1 year ago
[1.9 Branch]Boost heal stat formula addition
162
initStat(StatEnum.PVP_DEFEND_RATIO, 0);
163
initStat(StatEnum.BOOST_CASTING_TIME, 100);
164
initStat(StatEnum.BOOST_HATE, 100);
165
initStat(StatEnum.BOOST_HEAL, 100);
initStat(StatEnum.BOOST_HEAL, 0);
166
}
167
168
/**
138
writeH(buf, 16256);// [unk] 1.9 version
139
writeH(buf, 40);// [unk] 1.9 version
140
writeH(buf, pgs.getCurrentStat(StatEnum.MAGICAL_ATTACK)+pgs.getCurrentStat(StatEnum.BOOST_MAGICAL_SKILL)); // [current magic boost] 1.9 version
141
writeD(buf, 0);// [unk] 1.9 version
writeH(buf, pgs.getCurrentStat(StatEnum.BOOST_HEAL)); // [current boost_heal] 1.9 version
142
writeH(buf, 50);// [unk] 1.9 version
143
writeH(buf, 0);// [unk] 1.9 version
144
145
writeH(buf, 20511 );// [unk] 1.9 version
146
147
writeD(buf, (27 + (player.getCubeSize() * 9)));// [unk]
148
56
int possibleHealValue = maxValue * valueWithDelta / 100;
57
healValue = maxValue - currentValue < possibleHealValue ? maxValue - currentValue : possibleHealValue;
58
59
int boostHeal = effect.getEffector().getGameStats().getCurrentStat(StatEnum.BOOST_HEAL);
// +100 = 100% heal min value for all class.
60
// Boost heal formula = boost heal value / 10 = additional % heal value.
61
int boostHeal = (effect.getEffector().getGameStats().getCurrentStat(StatEnum.BOOST_HEAL) / 10) + 100;
effect.setReserved1(Math.round(-healValue * boostHeal / 100f));
62
63
64
initStat(StatEnum.BOOST_HEAL, 100);writeD(buf, 0);// [unk] 1.9 versionwriteH(buf, pgs.getCurrentStat(StatEnum.BOOST_HEAL)); // [current boost_heal] 1.9 versionwriteH(buf, 50);// [unk] 1.9 versionint boostHeal = effect.getEffector().getGameStats().getCurrentStat(StatEnum.BOOST_HEAL);// +100 = 100% heal min value for all class.// Boost heal formula = boost heal value / 10 = additional % heal value.int boostHeal = (effect.getEffector().getGameStats().getCurrentStat(StatEnum.BOOST_HEAL) / 10) + 100;