Diff
checker
Text
Text
Bilder
Dokumente
Excel
Ordner
Legal
Enterprise
Desktop-App
Preise
Einloggen
Diffchecker Desktop herunterladen
Texte vergleichen
Finde den Unterschied zwischen zwei Textdateien
Werkzeuge
Verlauf
Live-Editor
Gleiches ausblenden
Zeilenumbruch aus
Ansicht
Zweispaltig
Einspaltig
Vergleichsgenauigkeit
Intelligent
Wort
Zeichen
Syntaxhervorhebung
Syntax auswählen
Ignorieren
Text umwandeln
Zur ersten Änderung
Eingabe bearbeiten
Diffchecker Desktop
Der sicherste Weg, Diffchecker zu nutzen. Hol dir die Desktop-App: Deine Diffs verlassen nie deinen Computer!
Desktop holen
Untitled diff
Erstellt
vor 9 Jahren
Diff läuft nie ab
Löschen
Exportieren
Teilen
Erklären
0 Entfernungen
Zeilen
Gesamt
Entfernt
Zeichen
Gesamt
Entfernt
Um diese Funktion weiterhin zu nutzen, aktualisiere auf
Diff
checker
Pro
Preise anzeigen
52 Zeilen
Kopieren
10 Hinzufügungen
Zeilen
Gesamt
Hinzugefügt
Zeichen
Gesamt
Hinzugefügt
Um diese Funktion weiterhin zu nutzen, aktualisiere auf
Diff
checker
Pro
Preise anzeigen
62 Zeilen
Kopieren
CombatDamage Combat::getCombatDamage(Creature* creature, Creature* target) const
CombatDamage Combat::getCombatDamage(Creature* creature, Creature* target) const
{
{
CombatDamage damage;
CombatDamage damage;
damage.origin = params.origin;
damage.origin = params.origin;
damage.primary.type = params.combatType;
damage.primary.type = params.combatType;
if (formulaType == COMBAT_FORMULA_DAMAGE) {
if (formulaType == COMBAT_FORMULA_DAMAGE) {
damage.primary.value = normal_random(
damage.primary.value = normal_random(
static_cast<int32_t>(mina),
static_cast<int32_t>(mina),
static_cast<int32_t>(maxa)
static_cast<int32_t>(maxa)
);
);
} else if (creature) {
} else if (creature) {
int32_t min, max;
int32_t min, max;
if (creature->getCombatValues(min, max)) {
if (creature->getCombatValues(min, max)) {
damage.primary.value = normal_random(min, max);
damage.primary.value = normal_random(min, max);
} else if (Player* player = creature->getPlayer()) {
} else if (Player* player = creature->getPlayer()) {
if (params.valueCallback) {
if (params.valueCallback) {
params.valueCallback->getMinMaxValues(player, damage, params.useCharges);
params.valueCallback->getMinMaxValues(player, damage, params.useCharges);
} else if (formulaType == COMBAT_FORMULA_LEVELMAGIC) {
} else if (formulaType == COMBAT_FORMULA_LEVELMAGIC) {
int32_t levelFormula = player->getLevel() * 2 + player->getMagicLevel() * 3;
int32_t levelFormula = player->getLevel() * 2 + player->getMagicLevel() * 3;
damage.primary.value = normal_random(
damage.primary.value = normal_random(
static_cast<int32_t>(levelFormula * mina + minb),
static_cast<int32_t>(levelFormula * mina + minb),
static_cast<int32_t>(levelFormula * maxa + maxb)
static_cast<int32_t>(levelFormula * maxa + maxb)
);
);
} else if (formulaType == COMBAT_FORMULA_SKILL) {
} else if (formulaType == COMBAT_FORMULA_SKILL) {
Item* tool = player->getWeapon();
Item* tool = player->getWeapon();
const Weapon* weapon = g_weapons->getWeapon(tool);
const Weapon* weapon = g_weapons->getWeapon(tool);
if (weapon) {
if (weapon) {
damage.primary.value = normal_random(
damage.primary.value = normal_random(
static_cast<int32_t>(minb),
static_cast<int32_t>(minb),
static_cast<int32_t>(weapon->getWeaponDamage(player, target, tool, true) * maxa + maxb)
static_cast<int32_t>(weapon->getWeaponDamage(player, target, tool, true) * maxa + maxb)
);
);
damage.secondary.type = weapon->getElementType();
damage.secondary.type = weapon->getElementType();
damage.secondary.value = weapon->getElementDamage(player, target, tool);
damage.secondary.value = weapon->getElementDamage(player, target, tool);
if (params.useCharges) {
if (params.useCharges) {
uint16_t charges = tool->getCharges();
uint16_t charges = tool->getCharges();
if (charges != 0) {
if (charges != 0) {
g_game.transformItem(tool, tool->getID(), charges - 1);
g_game.transformItem(tool, tool->getID(), charges - 1);
}
}
}
}
} else {
} else {
damage.primary.value = normal_random(
damage.primary.value = normal_random(
static_cast<int32_t>(minb),
static_cast<int32_t>(minb),
static_cast<int32_t>(maxb)
static_cast<int32_t>(maxb)
);
);
}
}
}
}
}
}
}
}
Kopieren
Kopiert
Kopieren
Kopiert
//custom edit: passive damage bonus // ONLY DAMAGE, NOT INCREASE HEALING
if (creature->getPlayer()) // caster is player
{
if (params.combatType != COMBAT_HEALING)
{
damage.primary.value += ((damage.primary.value / 100)*creature->getPlayer()->getPassiveDamageBonus());
damage.secondary.value += ((damage.secondary.value / 100)*creature->getPlayer()->getPassiveDamageBonus());
}
}
return damage;
return damage;
}
}
Gespeicherte Diffs
Originaltext
Datei öffnen
CombatDamage Combat::getCombatDamage(Creature* creature, Creature* target) const { CombatDamage damage; damage.origin = params.origin; damage.primary.type = params.combatType; if (formulaType == COMBAT_FORMULA_DAMAGE) { damage.primary.value = normal_random( static_cast<int32_t>(mina), static_cast<int32_t>(maxa) ); } else if (creature) { int32_t min, max; if (creature->getCombatValues(min, max)) { damage.primary.value = normal_random(min, max); } else if (Player* player = creature->getPlayer()) { if (params.valueCallback) { params.valueCallback->getMinMaxValues(player, damage, params.useCharges); } else if (formulaType == COMBAT_FORMULA_LEVELMAGIC) { int32_t levelFormula = player->getLevel() * 2 + player->getMagicLevel() * 3; damage.primary.value = normal_random( static_cast<int32_t>(levelFormula * mina + minb), static_cast<int32_t>(levelFormula * maxa + maxb) ); } else if (formulaType == COMBAT_FORMULA_SKILL) { Item* tool = player->getWeapon(); const Weapon* weapon = g_weapons->getWeapon(tool); if (weapon) { damage.primary.value = normal_random( static_cast<int32_t>(minb), static_cast<int32_t>(weapon->getWeaponDamage(player, target, tool, true) * maxa + maxb) ); damage.secondary.type = weapon->getElementType(); damage.secondary.value = weapon->getElementDamage(player, target, tool); if (params.useCharges) { uint16_t charges = tool->getCharges(); if (charges != 0) { g_game.transformItem(tool, tool->getID(), charges - 1); } } } else { damage.primary.value = normal_random( static_cast<int32_t>(minb), static_cast<int32_t>(maxb) ); } } } } return damage; }
Bearbeitung
Datei öffnen
CombatDamage Combat::getCombatDamage(Creature* creature, Creature* target) const { CombatDamage damage; damage.origin = params.origin; damage.primary.type = params.combatType; if (formulaType == COMBAT_FORMULA_DAMAGE) { damage.primary.value = normal_random( static_cast<int32_t>(mina), static_cast<int32_t>(maxa) ); } else if (creature) { int32_t min, max; if (creature->getCombatValues(min, max)) { damage.primary.value = normal_random(min, max); } else if (Player* player = creature->getPlayer()) { if (params.valueCallback) { params.valueCallback->getMinMaxValues(player, damage, params.useCharges); } else if (formulaType == COMBAT_FORMULA_LEVELMAGIC) { int32_t levelFormula = player->getLevel() * 2 + player->getMagicLevel() * 3; damage.primary.value = normal_random( static_cast<int32_t>(levelFormula * mina + minb), static_cast<int32_t>(levelFormula * maxa + maxb) ); } else if (formulaType == COMBAT_FORMULA_SKILL) { Item* tool = player->getWeapon(); const Weapon* weapon = g_weapons->getWeapon(tool); if (weapon) { damage.primary.value = normal_random( static_cast<int32_t>(minb), static_cast<int32_t>(weapon->getWeaponDamage(player, target, tool, true) * maxa + maxb) ); damage.secondary.type = weapon->getElementType(); damage.secondary.value = weapon->getElementDamage(player, target, tool); if (params.useCharges) { uint16_t charges = tool->getCharges(); if (charges != 0) { g_game.transformItem(tool, tool->getID(), charges - 1); } } } else { damage.primary.value = normal_random( static_cast<int32_t>(minb), static_cast<int32_t>(maxb) ); } } } } //custom edit: passive damage bonus // ONLY DAMAGE, NOT INCREASE HEALING if (creature->getPlayer()) // caster is player { if (params.combatType != COMBAT_HEALING) { damage.primary.value += ((damage.primary.value / 100)*creature->getPlayer()->getPassiveDamageBonus()); damage.secondary.value += ((damage.secondary.value / 100)*creature->getPlayer()->getPassiveDamageBonus()); } } return damage; }
Unterschied finden