[Bugfix] - DI & Lifetransfer

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[Bugfix] - DI & Lifetransfer

Postby Satyr » Tue Jan 23, 2007 5:24 pm

I just get into the DOL-Stuff so those fixes are minor ones for my beginning.

-Life Transfer(Cabby@Alb) should now base on %-values:
//transferHeal = (int)(spellValue * 1.25);
transferHeal = (int)(casterPlayer.MaxHealth / 100 * spellValue);


-had been 'healamount = dmgamount - poolValue' before in else-case which result in wrong healamount when pool going to be empty
if (poolValue - dmgamount > 0)
{
healamount = dmgamount;
}
else
{
healamount = poolValue;
}
Satyr
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Postby Etaew » Sun Jan 28, 2007 8:57 pm

included, thanks
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Hm... and WHERE is it included ?

Postby Satyr » Wed Jan 31, 2007 9:12 am

When i update the files i get a 'DivineInterventionEffect.cs' which is not modified with my correction.



It's still:
if (poolValue - dmgamount > 0)
{
healamount = dmgamount;
}
else
{
healamount = dmgamount - poolValue;
}


But it should be:

if (poolValue - dmgamount > 0)
{
healamount = dmgamount;
}
else
{
healamount = poolValue;
}


Let's say we got 100 hp left in poolValue. Let's say we got 150 Damage.
150 - 100 = 50. We are healed for 50 Hp now in your version but we should have been healed for 100 Hp (which is rest of the pool).

Am i wrong ? Help me...
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Postby Etaew » Wed Jan 31, 2007 12:29 pm

it's running on the official rvr server before it's being commited, and i've been receiving tons of reports that it's not working correctly now that i've made this change.
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Hm...

Postby Satyr » Wed Jan 31, 2007 4:47 pm

Then i will have a look again into it. Maybe this wrong calculation got some other sence originally...
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