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rektbyfaith
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06-04-2019, 01:49 PM
#11
Archived author: Luka • Posted: 2019-06-04T13:49:58.806000+00:00
Original source

You could look at it for some examples on damage calculation, I'm not sure if what you wrote above will work due to the damage being re-calculated during runtime
rektbyfaith
06-04-2019, 01:49 PM #11

Archived author: Luka • Posted: 2019-06-04T13:49:58.806000+00:00
Original source

You could look at it for some examples on damage calculation, I'm not sure if what you wrote above will work due to the damage being re-calculated during runtime

rektbyfaith
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06-04-2019, 01:50 PM
#12
Archived author: Luka • Posted: 2019-06-04T13:50:20.347000+00:00
Original source

And the min/max damage fields are floats so
`creature->SetFloatValue(UNIT_FIELD_MINDAMAGE, creature->GetFloatValue(UNIT_FIELD_MINDAMAGE) + mod_damage - 1.0f);`
rektbyfaith
06-04-2019, 01:50 PM #12

Archived author: Luka • Posted: 2019-06-04T13:50:20.347000+00:00
Original source

And the min/max damage fields are floats so
`creature->SetFloatValue(UNIT_FIELD_MINDAMAGE, creature->GetFloatValue(UNIT_FIELD_MINDAMAGE) + mod_damage - 1.0f);`

rektbyfaith
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06-04-2019, 01:50 PM
#13
Archived author: MR.MUSTACHE • Posted: 2019-06-04T13:50:37.399000+00:00
Original source

I use floats on all modifiers
rektbyfaith
06-04-2019, 01:50 PM #13

Archived author: MR.MUSTACHE • Posted: 2019-06-04T13:50:37.399000+00:00
Original source

I use floats on all modifiers

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