Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] <@200677690838220800> Is there a decay function in TC?

[DiscordArchive] <@200677690838220800> Is there a decay function in TC?

[DiscordArchive] <@200677690838220800> Is there a decay function in TC?

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rektbyfaith
Administrator
0
12-04-2024, 01:52 PM
#11
Archived author: Tea • Posted: 2024-12-04T13:52:40.892000+00:00
Original source

these ones
rektbyfaith
12-04-2024, 01:52 PM #11

Archived author: Tea • Posted: 2024-12-04T13:52:40.892000+00:00
Original source

these ones

rektbyfaith
Administrator
0
12-04-2024, 02:00 PM
#12
Archived author: Krutok • Posted: 2024-12-04T14:00:05.595000+00:00
Original source

pity thought woltk supported this too
rektbyfaith
12-04-2024, 02:00 PM #12

Archived author: Krutok • Posted: 2024-12-04T14:00:05.595000+00:00
Original source

pity thought woltk supported this too

rektbyfaith
Administrator
0
12-04-2024, 02:15 PM
#13
Archived author: Krutok • Posted: 2024-12-04T14:15:34.245000+00:00
Original source

But I found a solution. I changed the animation ID in the m2 file to open and close so that it has the function it should have ^^
rektbyfaith
12-04-2024, 02:15 PM #13

Archived author: Krutok • Posted: 2024-12-04T14:15:34.245000+00:00
Original source

But I found a solution. I changed the animation ID in the m2 file to open and close so that it has the function it should have ^^

rektbyfaith
Administrator
0
12-04-2024, 02:20 PM
#14
Archived author: loki02942 • Posted: 2024-12-04T14:20:16.607000+00:00
Original source

are stats on items added elsewhere than ```Item* Player::EquipItem(uint16 pos, Item* pItem, bool update)```? in master branch? as I found it uses ` _ApplyItemMods(pItem, slot, true)`
which relies on ` _ApplyItemBonuses(item, slot, apply);` which has this ```for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
{
int32 statType = item->GetItemStatType(i);
if (statType == -1)
continue;

float val = item->GetItemStatValue(i, this);
if (val == 0)
continue;``` meaning if `item->GetItemStatValue` that is reliant on ``` if (float randomPropPoints = GetRandomPropertyPoints(itemLevel, GetQuality(), GetTemplate()->GetInventoryType(), GetTemplate()->GetSubClass()))
{``` being not 0, which in case of ```switch (quality)
{
case ITEM_QUALITY_UNCOMMON:
return randPropPointsEntry->GoodF[propIndex];
case ITEM_QUALITY_RARE:
case ITEM_QUALITY_HEIRLOOM:
return randPropPointsEntry->SuperiorF[propIndex];
case ITEM_QUALITY_EPIC:
case ITEM_QUALITY_LEGENDARY:
case ITEM_QUALITY_ARTIFACT:
return randPropPointsEntry->EpicF[propIndex];
}

return 0;
}``` returns 0 if the item is rare or epic
rektbyfaith
12-04-2024, 02:20 PM #14

Archived author: loki02942 • Posted: 2024-12-04T14:20:16.607000+00:00
Original source

are stats on items added elsewhere than ```Item* Player::EquipItem(uint16 pos, Item* pItem, bool update)```? in master branch? as I found it uses ` _ApplyItemMods(pItem, slot, true)`
which relies on ` _ApplyItemBonuses(item, slot, apply);` which has this ```for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
{
int32 statType = item->GetItemStatType(i);
if (statType == -1)
continue;

float val = item->GetItemStatValue(i, this);
if (val == 0)
continue;``` meaning if `item->GetItemStatValue` that is reliant on ``` if (float randomPropPoints = GetRandomPropertyPoints(itemLevel, GetQuality(), GetTemplate()->GetInventoryType(), GetTemplate()->GetSubClass()))
{``` being not 0, which in case of ```switch (quality)
{
case ITEM_QUALITY_UNCOMMON:
return randPropPointsEntry->GoodF[propIndex];
case ITEM_QUALITY_RARE:
case ITEM_QUALITY_HEIRLOOM:
return randPropPointsEntry->SuperiorF[propIndex];
case ITEM_QUALITY_EPIC:
case ITEM_QUALITY_LEGENDARY:
case ITEM_QUALITY_ARTIFACT:
return randPropPointsEntry->EpicF[propIndex];
}

return 0;
}``` returns 0 if the item is rare or epic

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