You seems good at it, make more! It's nice to have new things to put on our servers!
In wServer>realm>StatsManager.cs
Also, check out my ****** as I update it really frequently, with bugfixes and new features.Code:public float GetHPRegen() { float dis; var vit = GetStats(5); if (player.HasConditionEffect(ConditionEffects.Sick)) vit = 0; if (player.ObjectType == 797) //if class is knight { dis = 2.5f; //vit modifier, higher = less vitality effect return 1 + vit / dis; } else if (player.ObjectType == 798) //if class is warrior { dis = 2.5f; return 1 + vit / dis; } else if (player.ObjectType == 805) //if class is sorcerer { dis = 3f; //lower effect on sorcerer return 1 + vit / dis; } else { dis = 8f; return 1 + vit / dis; } }
You seems good at it, make more! It's nice to have new things to put on our servers!
Alde is Alde is
@ZBORNOX I'm actually employed as a programmer (forensics software development), it's normal that I seem good at that.
But they have higher stat caps for this. I don't get the idea...
@CrazyJani The stat caps are higher, yet they don't let for example a knight facetank (even in godland). I will probably publish a wisdom buff for healing classes, and a vitality-wisdom mix for DPS classes. basicly the goal is to make the game more dynamic, by removing the time you spend to regen and let you stay more in the combat. Kabam seems to not care to this, but as a really old player (almost 2 years! Yay!) I do.
But wouln't it just be easier to raise the stats caps? At least for me it seems wierd that if you have 40 vit on wizard your hp regens slower than un maxed knight with 40 vitality.
@CrazyJani No, making characters max stats at higher values than prod is, firstly, estetically bad, and annoying (it's already a long process to max vit at 75, imagine it at 100; I wouldn't even bother trying).
This is my personal choice, you can choose if implementing it or not, this thread is basically a guide for those who are interested in making something similar (mainly making something class-dependent).