问题
So I'm using AzerothCore, and I recently just installed a Haste Mod, it's working, but not functioning properly, the Haste Mod I had to install manually due to times changing and codes changing, although now.
My issue is that even though I get 0.00 after I reached a certain amount of haste, it is too fast & proccs don't work, example: Shadowmourne weapon effect...
Sometimes I'm hitting up to 80 times pr game tick, and it varies for 50-80, I want to ask you guys, is it possible to make it locked to a certain amount of attack counts? Both Melee and Ranged, due to sound glitching out also, sometimes sound disappears until I stop attacking, This is unlike any haste mod I ever tested, whether it be a live server or a test server...
The Hastemod is the following:
PLAYER.CPP
hasteMod = 2.9;
/* hastemod
if (haveOffhandWeapon())
if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY);
*/
/* hastemod
if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
setAttackTimer(BASE_ATTACK, ATTACK_DISPLAY_DELAY);
*/
// hastemod begins
void Player::SetAttackTime(WeaponAttackType att, uint32 val) {
switch(att) {
case BASE_ATTACK:
ApplyHasteMod(m_baseRatingValue[CR_HASTE_MELEE],BASE_ATTACK,CR_HASTE_MELEE, val);
break;
case OFF_ATTACK:
ApplyHasteMod(m_baseRatingValue[CR_HASTE_MELEE],OFF_ATTACK,CR_HASTE_MELEE, val);
break;
case RANGED_ATTACK:
ApplyHasteMod(m_baseRatingValue[CR_HASTE_RANGED],RANGED_ATTACK,CR_HASTE_RANGED, val);
break;
default:
SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att,val*m_modAttackSpeedPct[att]);
}
}
void Player::ApplyHasteMod(int16 val, uint32 att, CombatRating cr, float speed) {
float atkSpd = speed * (( 100.0f - ((val / 32.789989f) * hasteMod) ) / 100.0f );
if (atkSpd < 0) atkSpd = 0;
SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att, atkSpd);
}
// hastemod ends
void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
{
m_baseRatingValue[cr]+=(apply ? value : -value);
// explicit affected values
switch (cr)
{
case CR_HASTE_MELEE:
{
Item * mainhand = m_items[EQUIPMENT_SLOT_MAINHAND];
Item * offhand = m_items[EQUIPMENT_SLOT_OFFHAND];
float speed1 = mainhand ? (float)mainhand->GetTemplate()->Delay : 2000.0f;
float speed2 = offhand ? (float)offhand->GetTemplate()->Delay : 2000.0f;
ApplyHasteMod(m_baseRatingValue[cr], BASE_ATTACK, cr, speed1);
ApplyHasteMod(m_baseRatingValue[cr], OFF_ATTACK, cr, speed2);
float RatingChange = value / value;
(RatingChange = 0) ? ApplyPercentModFloatVar(m_modAttackSpeedPct[BASE_ATTACK], RatingChange, !apply) : ApplyPercentModFloatVar(m_modAttackSpeedPct[BASE_ATTACK], -RatingChange, apply);
(RatingChange = 0) ? ApplyPercentModFloatVar(m_modAttackSpeedPct[OFF_ATTACK], RatingChange, !apply) : ApplyPercentModFloatVar(m_modAttackSpeedPct[OFF_ATTACK], -RatingChange, apply);
break;
}
case CR_HASTE_RANGED:
{
Item * ranged = m_items[EQUIPMENT_SLOT_RANGED];
float speed = ranged ? (float)ranged->GetTemplate()->Delay : 2000.0f;
ApplyHasteMod(m_baseRatingValue[cr], RANGED_ATTACK, cr, speed);
float RatingChange = value / value;
(RatingChange = 0) ? ApplyPercentModFloatVar(m_modAttackSpeedPct[RANGED_ATTACK], RatingChange, !apply) : ApplyPercentModFloatVar(m_modAttackSpeedPct[RANGED_ATTACK], -RatingChange, apply);
break;
}
case CR_HASTE_SPELL:
{
ApplyHasteMod(m_baseRatingValue[cr], CR_HASTE_SPELL-1, cr, 1.0f);
break;
}
default:
PLAYER.H
float hasteMod;
public:
float GetHasteMod() const { return hasteMod; }
void SetHasteMod(float val) { hasteMod = val; }
void ApplyHasteMod(int16 val, uint32 att, CombatRating cr, float speed);
void SetAttackTime(WeaponAttackType att, uint32 val);
STATSYSTEM.CPP
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage)
{
UnitMods unitMod;
Item *Weapon = NULL;
switch (attType)
{
case BASE_ATTACK:
default:
Weapon = m_items[EQUIPMENT_SLOT_MAINHAND];
unitMod = UNIT_MOD_DAMAGE_MAINHAND;
break;
case OFF_ATTACK:
Weapon = m_items[EQUIPMENT_SLOT_OFFHAND];
unitMod = UNIT_MOD_DAMAGE_OFFHAND;
break;
case RANGED_ATTACK:
Weapon = m_items[EQUIPMENT_SLOT_RANGED];
unitMod = UNIT_MOD_DAMAGE_RANGED;
break;
}
float wep_speed =(!Weapon) ? 2200.00f : Weapon->GetTemplate()->Delay;
float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f (wep_speed/1000.00f);
float att_speed = GetAPMultiplier(attType,normalized);
float base_pct = GetModifierValue(unitMod, BASE_PCT);
float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
float total_pct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);
if (lvl > 60)
lvl = 60;
weapon_mindamage = lvl*3.0f*wep_speed/1000;
weapon_maxdamage = lvl*5.0f*wep_speed/1000;
}
else if (!CanUseAttackType(attType)) //check if player not in form but still can't use (disarm case)
{
I would love if you guys have heard or seen anything like this before, and know what to do, I've spent the last 3 days, trying to figure it out... I know it's possible, just don't know how, or if it's even possible with this hastemod.
回答1:
You should avoid modifying the main core's files (e.g. Player.cpp
, Player.h
, etc..) but create a real (separate) module for your custom changes:
http://www.azerothcore.org/wiki/Create-a-Module
If you need to implement new hooks, then you should send a PR to the main repo. So your core codebase will always be clean (without custom changes).
来源:https://stackoverflow.com/questions/59604357/ive-installed-a-haste-mod-although