Discussion: http://eqemulator.net/forums/showthread.php?t=26262
Thanks again for all of your feedback! I've made several of the changes that were suggested, like adding in a simple preprocessor directive that lets a server administrator build a copy of the Emulator that never applies damage bonuses to weapons.
I have not yet added calculations for continuing to ramp up 2H damage bonuses for levels 81+, but we'll get that added soon!
To make compilation easier and also to speed things up a tiny bit, I've changed the way this function is deployed.
** Please disregard the first post in this thread, and instead follow the following steps to compile and test the proposed fixes **
1) Open Mob.h, and scroll down to line #646. It should look like the following:
Code:
int GetWeaponDamageBonus(const Item_Struct* Weapon);
2) Please change the first word "int" to "int8", as follows:
Code:
int8 GetWeaponDamageBonus(const Item_Struct* Weapon);
3) Open Attack.cpp, and scroll down to lines #971 - 976. They should look like:
Code:
//if mainhand only, get the bonus damage from level
if(Hand==13){
int damage_bonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const Item_Struct*)NULL);
min_hit += damage_bonus;
max_hit += damage_bonus;
}
4) Completely replace those lines with the following:
Code:
// ***************************************************************
// *** Calculate the damage bonus, if applicable, for this hit ***
// ***************************************************************
#ifndef EQEMU_NO_WEAPON_DAMAGE_BONUS
// If you include the preprocessor directive "#define EQEMU_NO_WEAPON_DAMAGE_BONUS", that indicates that you do not
// want damage bonuses added to weapon damage at all. This feature was requested by ChaosSlayer on the EQEmu Forums.
//
// This is not recommended for normal usage, as the damage bonus represents a non-trivial component of the DPS output
// of weapons wielded by higher-level melee characters (especially for two-handed weapons).
if( Hand == 13 && GetLevel() >= 28 && IsWarriorClass() )
{
// Damage bonuses apply only to hits from the main hand (Hand == 13) by characters level 28 and above
// who belong to a melee class. If we're here, then all of these conditions apply.
int8 ucDamageBonus = GetWeaponDamageBonus( weapon ? weapon->GetItem() : (const Item_Struct*) NULL );
min_hit += (int) ucDamageBonus;
max_hit += (int) ucDamageBonus;
}
#endif
5) Scroll further down in Attack.cpp to around line #1952 (assuming you added the code in step 4), and look for the function that starts with the line:
Code:
int Mob::GetWeaponDamageBonus(const Item_Struct* Weapon)
6) Replace that entire function (it should take up 36 lines, ranging from about line #1952 down to #1988 ) with the following (much larger!) function:
Code:
int8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
{
// This function calculates and returns the damage bonus for the weapon identified by the parameter "Weapon".
// Modified 9/21/2008 by Cantus
// Assert: This function should only be called for hits by the mainhand, as damage bonuses apply only to the
// weapon in the primary slot. Be sure to check that Hand == 13 before calling.
// Assert: The caller should ensure that Weapon is actually a weapon before calling this function.
// The ItemInst::IsWeapon() method can be used to quickly determine this.
// Assert: This function should not be called if the player's level is below 28, as damage bonuses do not begin
// to apply until level 28.
// Assert: This function should not be called unless the player is a melee class, as casters do not receive a damage bonus.
if( Weapon == NULL || Weapon->ItemType == ItemType1HS || Weapon->ItemType == ItemType1HB || Weapon->ItemType == ItemTypeHand2Hand || Weapon->ItemType == ItemTypePierce )
{
// The weapon in the player's main (primary) hand is a one-handed weapon, or there is no item equipped at all.
//
// According to player posts on Allakhazam, 1H damage bonuses apply to bare fists (nothing equipped in the mainhand,
// as indicated by Weapon == NULL).
//
// The following formula returns the correct damage bonus for all 1H weapons:
return (int8) ((GetLevel() - 25) / 3);
}
// If we've gotten to this point, the weapon in the mainhand is a two-handed weapon.
// Calculating damage bonuses for 2H weapons is more complicated, as it's based on PC level AND the delay of the weapon.
// The formula to calculate 2H bonuses is HIDEOUS. It's a huge conglomeration of ternary operators and multiple operations.
//
// The following is a hybrid approach. In cases where the Level and Delay merit a formula that does not use many operators,
// the formula is used. In other cases, lookup tables are used for speed.
// Though the following code may look bloated and ridiculous, it's actually a very efficient way of calculating these bonuses.
// Player Level is used several times in the code below, so save it into a variable.
// If GetLevel() were an ordinary function, this would DEFINITELY make sense, as it'd cut back on all of the function calling
// overhead involved with multiple calls to GetLevel(). But in this case, GetLevel() is a simple, inline accessor method.
// So it probably doesn't matter. If anyone knows for certain that there is no overhead involved with calling GetLevel(),
// as I suspect, then please feel free to delete the following line, and replace all occurences of "ucPlayerLevel" with "GetLevel()".
int8 ucPlayerLevel = (int8) GetLevel();
// The following may look cleaner, and would certainly be easier to understand, if it was
// a simple 53x150 cell matrix.
//
// However, that would occupy 7,950 Bytes of memory (7.76 KB), and would likely result
// in "thrashing the cache" when performing lookups.
//
// Initially, I thought the best approach would be to reverse-engineer the formula used by
// Sony/Verant to calculate these 2H weapon damage bonuses. But the more than Reno and I
// worked on figuring out this formula, the more we're concluded that the formula itself ugly
// (that is, it contains so many operations and conditionals that it's fairly CPU intensive).
// Because of that, we're decided that, in most cases, a lookup table is the most efficient way
// to calculate these damage bonuses.
//
// The code below is a hybrid between a pure formulaic approach and a pure, brute-force
// lookup table. In cases where a formula is the best bet, I use a formula. In other places
// where a formula would be ugly, I use a lookup table in the interests of speed.
if( Weapon->Delay <= 27 )
{
// Damage Bonuses for all 2H weapons with delays of 27 or less are identical.
// They are the same as the damage bonus would be for a corresponding 1H weapon, plus one.
// This formula applies to all levels 28-80, and will probably continue to apply if
// the level cap on Live ever is increased beyond 80.
return (ucPlayerLevel - 22) / 3;
}
if( ucPlayerLevel == 65 && Weapon->Delay <= 59 )
{
// Consider these two facts:
// * Level 65 is the maximum level on many EQ Emu servers.
// * If you listed the levels of all characters logged on to a server, odds are that the number you'll
// see most frequently is level 65. That is, there are more level 65 toons than any other single level.
//
// Therefore, if we can optimize this function for level 65 toons, we're speeding up the server!
//
// With that goal in mind, I create an array of Damage Bonuses for level 65 characters wielding 2H weapons with
// delays between 28 and 59 (inclusive). I suspect that this one small lookup array will therefore handle
// many of the calls to this function.
static const int8 ucLevel65DamageBonusesForDelays28to59[] = {35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 42, 42, 42, 45, 45, 47, 48, 49, 49, 51, 51, 52, 53, 54, 54, 56, 56, 57, 58, 59};
return ucLevel65DamageBonusesForDelays28to59[Weapon->Delay-28];
}
if( ucPlayerLevel > 65 )
{
if( ucPlayerLevel > 80 )
{
// As level 80 is currently the highest achievable level on Live, we only include
// damage bonus information up to this level.
//
// If there is a custom EQEmu server that allows players to level beyond 80, the
// damage bonus for their 2H weapons will simply not increase beyond their damage
// bonus at level 80.
ucPlayerLevel = 80;
}
// Lucy does not list a chart of damage bonuses for players levels 66+,
// so my original version of this function just applied the level 65 damage
// bonus for level 66+ toons. That sucked for higher level toons, as their
// 2H weapons stopped ramping up in DPS as they leveled past 65.
//
// Thanks to the efforts of two guys, this is no longer the case:
//
// Janusd (Zetrakyl) ran a nifty query against the PEQ item database to list
// the name of an example 2H weapon that represents each possible unique 2H delay.
//
// Romai then wrote an excellent script to automatically look up each of those
// weapons, open the Lucy item page associated with it, and iterate through all
// levels in the range 66 - 80. He saved the damage bonus for that weapon for
// each level, and that forms the basis of the lookup tables below.
if( Weapon->Delay <= 59 )
{
static const int8 ucDelay28to59Levels66to80[32][15]=
{
/* Level: */
/* 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80 */
{36, 37, 38, 39, 41, 42, 43, 44, 45, 47, 49, 49, 49, 50, 53}, /* Delay = 28 */
{36, 38, 38, 39, 42, 43, 43, 45, 46, 48, 49, 50, 51, 52, 54}, /* Delay = 29 */
{37, 38, 39, 40, 43, 43, 44, 46, 47, 48, 50, 51, 52, 53, 55}, /* Delay = 30 */
{37, 39, 40, 40, 43, 44, 45, 46, 47, 49, 51, 52, 52, 52, 54}, /* Delay = 31 */
{38, 39, 40, 41, 44, 45, 45, 47, 48, 48, 50, 52, 53, 55, 57}, /* Delay = 32 */
{38, 40, 41, 41, 44, 45, 46, 48, 49, 50, 52, 53, 54, 56, 58}, /* Delay = 33 */
{39, 40, 41, 42, 45, 46, 47, 48, 49, 51, 53, 54, 55, 57, 58}, /* Delay = 34 */
{39, 41, 42, 43, 46, 46, 47, 49, 50, 52, 54, 55, 56, 57, 59}, /* Delay = 35 */
{40, 41, 42, 43, 46, 47, 48, 50, 51, 53, 55, 55, 56, 58, 60}, /* Delay = 36 */
{40, 42, 43, 44, 47, 48, 49, 50, 51, 53, 55, 56, 57, 59, 61}, /* Delay = 37 */
{41, 42, 43, 44, 47, 48, 49, 51, 52, 54, 56, 57, 58, 60, 62}, /* Delay = 38 */
{41, 43, 44, 45, 48, 49, 50, 52, 53, 55, 57, 58, 59, 61, 63}, /* Delay = 39 */
{43, 45, 46, 47, 50, 51, 52, 54, 55, 57, 59, 60, 61, 63, 65}, /* Delay = 40 */
{43, 45, 46, 47, 50, 51, 52, 54, 55, 57, 59, 60, 61, 63, 65}, /* Delay = 41 */
{44, 46, 47, 48, 51, 52, 53, 55, 56, 58, 60, 61, 62, 64, 66}, /* Delay = 42 */
{46, 48, 49, 50, 53, 54, 55, 58, 59, 61, 63, 64, 65, 67, 69}, /* Delay = 43 */
{47, 49, 50, 51, 54, 55, 56, 58, 59, 61, 64, 65, 66, 68, 70}, /* Delay = 44 */
{48, 50, 51, 52, 56, 57, 58, 60, 61, 63, 65, 66, 68, 70, 72}, /* Delay = 45 */
{50, 52, 53, 54, 57, 58, 59, 62, 63, 65, 67, 68, 69, 71, 74}, /* Delay = 46 */
{50, 52, 53, 55, 58, 59, 60, 62, 63, 66, 68, 69, 70, 72, 74}, /* Delay = 47 */
{51, 53, 54, 55, 58, 60, 61, 63, 64, 66, 69, 69, 71, 73, 75}, /* Delay = 48 */
{52, 54, 55, 57, 60, 61, 62, 65, 66, 68, 70, 71, 73, 75, 77}, /* Delay = 49 */
{53, 55, 56, 57, 61, 62, 63, 65, 67, 69, 71, 72, 74, 76, 78}, /* Delay = 50 */
{53, 55, 57, 58, 61, 62, 64, 66, 67, 69, 72, 73, 74, 77, 79}, /* Delay = 51 */
{55, 57, 58, 59, 63, 64, 65, 68, 69, 71, 74, 75, 76, 78, 81}, /* Delay = 52 */
{57, 55, 59, 60, 63, 65, 66, 68, 70, 72, 74, 76, 77, 79, 82}, /* Delay = 53 */
{56, 58, 59, 61, 64, 65, 67, 69, 70, 73, 75, 76, 78, 80, 82}, /* Delay = 54 */
{57, 59, 61, 62, 66, 67, 68, 71, 72, 74, 77, 78, 80, 82, 84}, /* Delay = 55 */
{58, 60, 61, 63, 66, 68, 69, 71, 73, 75, 78, 79, 80, 83, 85}, /* Delay = 56 */
/* Important Note: Janusd's search for 2H weapons did not find */
/* any 2H weapon with a delay of 57. Therefore the values below */
/* are interpolated, not exact! */
{59, 61, 62, 64, 67, 69, 70, 72, 74, 76, 77, 78, 81, 84, 86}, /* Delay = 57 INTERPOLATED */
{60, 62, 63, 65, 68, 70, 71, 74, 75, 78, 80, 81, 83, 85, 88}, /* Delay = 58 */
/* Important Note: Janusd's search for 2H weapons did not find */
/* any 2H weapon with a delay of 59. Therefore the values below */
/* are interpolated, not exact! */
{60, 62, 64, 65, 69, 70, 72, 74, 76, 78, 81, 82, 84, 86, 89}, /* Delay = 59 INTERPOLATED */
};
return ucDelay28to59Levels66to80[Weapon->Delay-28][ucPlayerLevel-66];
}
else
{
// Delay is 60+
const static int8 ucDelayOver59Levels66to80[6][15] =
{
/* Level: */
/* 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80 */
{61, 63, 65, 66, 70, 71, 73, 75, 77, 79, 82, 83, 85, 87, 90}, /* Delay = 60 */
{65, 68, 69, 71, 75, 76, 78, 80, 82, 85, 87, 89, 91, 93, 96}, /* Delay = 65 */
/* Important Note: Currently, the only 2H weapon with a delay */
/* of 66 is not player equippable (it's None/None). So I'm */
/* leaving it commented out to keep this table smaller. */
//{66, 68, 70, 71, 75, 77, 78, 81, 83, 85, 88, 90, 91, 94, 97}, /* Delay = 66 */
{70, 72, 74, 76, 80, 81, 83, 86, 88, 88, 90, 95, 97, 99, 102}, /* Delay = 70 */
{82, 85, 87, 89, 89, 94, 98, 101, 103, 106, 109, 111, 114, 117, 120}, /* Delay = 85 */
{90, 93, 96, 98, 103, 105, 107, 111, 113, 116, 120, 122, 125, 128, 131}, /* Delay = 95 */
/* Important Note: Currently, the only 2H weapons with delay */
/* 100 are GM-only items purchased from vendors in Sunset Home */
/* (cshome). Because they are highly unlikely to be used in */
/* combat, I'm commenting it out to keep the table smaller. */
//{95, 98, 101, 103, 108, 110, 113, 116, 119, 122, 126, 128, 131, 134, 138},/* Delay = 100 */
{136, 140, 144, 148, 154, 157, 161, 166, 170, 174, 179, 183, 187, 191, 196} /* Delay = 150 */
};
if( Weapon->Delay < 65 )
{
return ucDelayOver59Levels66to80[0][ucPlayerLevel-66];
}
else if( Weapon->Delay < 70 )
{
return ucDelayOver59Levels66to80[1][ucPlayerLevel-66];
}
else if( Weapon->Delay < 85 )
{
return ucDelayOver59Levels66to80[2][ucPlayerLevel-66];
}
else if( Weapon->Delay < 95 )
{
return ucDelayOver59Levels66to80[3][ucPlayerLevel-66];
}
else if( Weapon->Delay < 150 )
{
return ucDelayOver59Levels66to80[4][ucPlayerLevel-66];
}
else
{
return ucDelayOver59Levels66to80[5][ucPlayerLevel-66];
}
}
}
// If we've gotten to this point in the function without hitting a return statement,
// we know that the character's level is between 28 and 65, and that the 2H weapon's
// delay is 28 or higher.
// The Damage Bonus values returned by this function (in the level 28-65 range) are
// based on a table of 2H Weapon Damage Bonuses provided by Lucy at the following address:
// http://lucy.allakhazam.com/dmgbonus.html
if( Weapon->Delay <= 39 )
{
if( ucPlayerLevel <= 53)
{
// The Damage Bonus for all 2H weapons with delays between 28 and 39 (inclusive) is the same for players level 53 and below...
static const int8 ucDelay28to39LevelUnder54[] = {1, 1, 2, 3, 3, 3, 4, 5, 5, 6, 6, 6, 8, 8, 8, 9, 9, 10, 11, 11, 11, 12, 13, 14, 16, 17};
// As a note: The following formula accurately calculates damage bonuses for 2H weapons with delays in the range 28-39 (inclusive)
// for characters levels 28-50 (inclusive):
// return ( (ucPlayerLevel - 22) / 3 ) + ( (ucPlayerLevel - 25) / 5 );
//
// However, the small lookup array used above is actually much faster. So we'll just use it instead of the formula
//
// (Thanks to Reno for helping figure out the above formula!)
return ucDelay28to39LevelUnder54[ucPlayerLevel-28];
}
else
{
// Use a matrix to look up the damage bonus for 2H weapons with delays between 28 and 39 wielded by characters level 54 and above.
static const int8 ucDelay28to39Level54to64[12][11] =
{
/* Level: */
/* 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64 */
{17, 21, 21, 23, 25, 26, 28, 30, 31, 31, 33}, /* Delay = 28 */
{17, 21, 22, 23, 25, 26, 29, 30, 31, 32, 34}, /* Delay = 29 */
{18, 21, 22, 23, 25, 27, 29, 31, 32, 32, 34}, /* Delay = 30 */
{18, 21, 22, 23, 25, 27, 29, 31, 32, 33, 34}, /* Delay = 31 */
{18, 21, 22, 24, 26, 27, 30, 32, 32, 33, 35}, /* Delay = 32 */
{18, 21, 22, 24, 26, 27, 30, 32, 33, 34, 35}, /* Delay = 33 */
{18, 22, 22, 24, 26, 28, 30, 32, 33, 34, 36}, /* Delay = 34 */
{18, 22, 23, 24, 26, 28, 31, 33, 34, 34, 36}, /* Delay = 35 */
{18, 22, 23, 25, 27, 28, 31, 33, 34, 35, 37}, /* Delay = 36 */
{18, 22, 23, 25, 27, 29, 31, 33, 34, 35, 37}, /* Delay = 37 */
{18, 22, 23, 25, 27, 29, 32, 34, 35, 36, 38}, /* Delay = 38 */
{18, 22, 23, 25, 27, 29, 32, 34, 35, 36, 38} /* Delay = 39 */
};
return ucDelay28to39Level54to64[Weapon->Delay-28][ucPlayerLevel-54];
}
}
else if( Weapon->Delay <= 59 )
{
if( ucPlayerLevel <= 52 )
{
if( Weapon->Delay <= 45 )
{
static const int8 ucDelay40to45Levels28to52[6][25] =
{
/* Level: */
/* 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52 */
{2, 2, 3, 4, 4, 4, 5, 6, 6, 7, 7, 7, 9, 9, 9, 10, 10, 11, 12, 12, 12, 13, 14, 16, 18}, /* Delay = 40 */
{2, 2, 3, 4, 4, 4, 5, 6, 6, 7, 7, 7, 9, 9, 9, 10, 10, 11, 12, 12, 12, 13, 14, 16, 18}, /* Delay = 41 */
{2, 2, 3, 4, 4, 4, 5, 6, 6, 7, 7, 7, 9, 9, 9, 10, 10, 11, 12, 12, 12, 13, 14, 16, 18}, /* Delay = 42 */
{4, 4, 5, 6, 6, 6, 7, 8, 8, 9, 9, 9, 11, 11, 11, 12, 12, 13, 14, 14, 14, 15, 16, 18, 20}, /* Delay = 43 */
{4, 4, 5, 6, 6, 6, 7, 8, 8, 9, 9, 9, 11, 11, 11, 12, 12, 13, 14, 14, 14, 15, 16, 18, 20}, /* Delay = 44 */
{5, 5, 6, 7, 7, 7, 8, 9, 9, 10, 10, 10, 12, 12, 12, 13, 13, 14, 15, 15, 15, 16, 17, 19, 21} /* Delay = 45 */
};
return ucDelay40to45Levels28to52[Weapon->Delay-40][ucPlayerLevel-28];
}
else
{
static const int8 ucDelay46Levels28to52[] = {6, 6, 7, 8, 8, 8, 9, 10, 10, 11, 11, 11, 13, 13, 13, 14, 14, 15, 16, 16, 16, 17, 18, 20, 22};
return ucDelay46Levels28to52[ucPlayerLevel-28] + ((Weapon->Delay-46) / 3);
}
}
else
{
// Player is in the level range 53 - 64
// Calculating damage bonus for 2H weapons with a delay between 40 and 59 (inclusive) involves, unforunately, a brute-force matrix lookup.
static const int8 ucDelay40to59Levels53to64[20][37] =
{
/* Level: */
/* 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64 */
{19, 20, 24, 25, 27, 29, 31, 34, 36, 37, 38, 40}, /* Delay = 40 */
{19, 20, 24, 25, 27, 29, 31, 34, 36, 37, 38, 40}, /* Delay = 41 */
{19, 20, 24, 25, 27, 29, 31, 34, 36, 37, 38, 40}, /* Delay = 42 */
{21, 22, 26, 27, 29, 31, 33, 37, 39, 40, 41, 43}, /* Delay = 43 */
{21, 22, 26, 27, 29, 32, 34, 37, 39, 40, 41, 43}, /* Delay = 44 */
{22, 23, 27, 28, 31, 33, 35, 38, 40, 42, 43, 45}, /* Delay = 45 */
{23, 24, 28, 30, 32, 34, 36, 40, 42, 43, 44, 46}, /* Delay = 46 */
{23, 24, 29, 30, 32, 34, 37, 40, 42, 43, 44, 47}, /* Delay = 47 */
{23, 24, 29, 30, 32, 35, 37, 40, 43, 44, 45, 47}, /* Delay = 48 */
{24, 25, 30, 31, 34, 36, 38, 42, 44, 45, 46, 49}, /* Delay = 49 */
{24, 26, 30, 31, 34, 36, 39, 42, 44, 46, 47, 49}, /* Delay = 50 */
{24, 26, 30, 31, 34, 36, 39, 42, 45, 46, 47, 49}, /* Delay = 51 */
{25, 27, 31, 33, 35, 38, 40, 44, 46, 47, 49, 51}, /* Delay = 52 */
{25, 27, 31, 33, 35, 38, 40, 44, 46, 48, 49, 51}, /* Delay = 53 */
{26, 27, 32, 33, 36, 38, 41, 44, 47, 48, 49, 52}, /* Delay = 54 */
{27, 28, 33, 34, 37, 39, 42, 46, 48, 50, 51, 53}, /* Delay = 55 */
{27, 28, 33, 34, 37, 40, 42, 46, 49, 50, 51, 54}, /* Delay = 56 */
{27, 28, 33, 34, 37, 40, 43, 46, 49, 50, 52, 54}, /* Delay = 57 */
{28, 29, 34, 36, 39, 41, 44, 48, 50, 52, 53, 56}, /* Delay = 58 */
{28, 29, 34, 36, 39, 41, 44, 48, 51, 52, 54, 56} /* Delay = 59 */
};
return ucDelay40to59Levels53to64[Weapon->Delay-40][ucPlayerLevel-53];
}
}
else
{
// The following table allows us to look up Damage Bonuses for weapons with delays greater than or equal to 60.
//
// There aren't a lot of 2H weapons with a delay greater than 60. In fact, both a database and Lucy search run by janusd confirm
// that the only unique 2H delays greater than 60 are: 65, 70, 85, 95, and 150.
//
// To be fair, there are also weapons with delays of 66 and 100. But they are either not equippable (None/None), or are
// only available to GMs from merchants in Sunset Home (cshome). In order to keep this table "lean and mean", I will not
// include the values for delays 66 and 100. If they ever are wielded, the 66 delay weapon will use the 65 delay bonuses,
// and the 100 delay weapon will use the 95 delay bonuses. So it's not a big deal.
//
// Still, if someone in the future decides that they do want to include them, here are the tables for these two delays:
//
// {12, 12, 13, 14, 14, 14, 15, 16, 16, 17, 17, 17, 19, 19, 19, 20, 20, 21, 22, 22, 22, 23, 24, 26, 29, 30, 32, 37, 39, 42, 45, 48, 53, 55, 57, 59, 61, 64} /* Delay = 66 */
// {24, 24, 25, 26, 26, 26, 27, 28, 28, 29, 29, 29, 31, 31, 31, 32, 32, 33, 34, 34, 34, 35, 36, 39, 43, 45, 48, 55, 57, 62, 66, 71, 77, 80, 83, 85, 89, 92} /* Delay = 100 */
//
// In case there are 2H weapons added in the future with delays other than those listed above (and until the damage bonuses
// associated with that new delay are added to this function), this function is designed to do the following:
//
// For weapons with delays in the range 60-64, use the Damage Bonus that would apply to a 2H weapon with delay 60.
// For weapons with delays in the range 65-69, use the Damage Bonus that would apply to a 2H weapon with delay 65
// For weapons with delays in the range 70-84, use the Damage Bonus that would apply to a 2H weapon with delay 70.
// For weapons with delays in the range 85-94, use the Damage Bonus that would apply to a 2H weapon with delay 85.
// For weapons with delays in the range 95-149, use the Damage Bonus that would apply to a 2H weapon with delay 95.
// For weapons with delays 150 or higher, use the Damage Bonus that would apply to a 2H weapon with delay 150.
static const int8 ucDelayOver59Levels28to65[6][38] =
{
/* Level: */
/* 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64. 65 */
{10, 10, 11, 12, 12, 12, 13, 14, 14, 15, 15, 15, 17, 17, 17, 18, 18, 19, 20, 20, 20, 21, 22, 24, 27, 28, 30, 35, 36, 39, 42, 45, 49, 51, 53, 54, 57, 59}, /* Delay = 60 */
{12, 12, 13, 14, 14, 14, 15, 16, 16, 17, 17, 17, 19, 19, 19, 20, 20, 21, 22, 22, 22, 23, 24, 26, 29, 30, 32, 37, 39, 42, 45, 48, 52, 55, 57, 58, 61, 63}, /* Delay = 65 */
{14, 14, 15, 16, 16, 16, 17, 18, 18, 19, 19, 19, 21, 21, 21, 22, 22, 23, 24, 24, 24, 25, 26, 28, 31, 33, 35, 40, 42, 45, 48, 52, 56, 59, 61, 62, 65, 68}, /* Delay = 70 */
{19, 19, 20, 21, 21, 21, 22, 23, 23, 24, 24, 24, 26, 26, 26, 27, 27, 28, 29, 29, 29, 30, 31, 34, 37, 39, 41, 47, 49, 54, 57, 61, 66, 69, 72, 74, 77, 80}, /* Delay = 85 */
{22, 22, 23, 24, 24, 24, 25, 26, 26, 27, 27, 27, 29, 29, 29, 30, 30, 31, 32, 32, 32, 33, 34, 37, 40, 43, 45, 52, 54, 59, 62, 67, 73, 76, 79, 81, 84, 88}, /* Delay = 95 */
{40, 40, 41, 42, 42, 42, 43, 44, 44, 45, 45, 45, 47, 47, 47, 48, 48, 49, 50, 50, 50, 51, 52, 56, 61, 65, 69, 78, 82, 89, 94, 102, 110, 115, 119, 122, 127, 132} /* Delay = 150 */
};
if( Weapon->Delay < 65 )
{
return ucDelayOver59Levels28to65[0][ucPlayerLevel-28];
}
else if( Weapon->Delay < 70 )
{
return ucDelayOver59Levels28to65[1][ucPlayerLevel-28];
}
else if( Weapon->Delay < 85 )
{
return ucDelayOver59Levels28to65[2][ucPlayerLevel-28];
}
else if( Weapon->Delay < 95 )
{
return ucDelayOver59Levels28to65[3][ucPlayerLevel-28];
}
else if( Weapon->Delay < 150 )
{
return ucDelayOver59Levels28to65[4][ucPlayerLevel-28];
}
else
{
return ucDelayOver59Levels28to65[5][ucPlayerLevel-28];
}
}
}
7) Compile, and let me know if it works! I'm sorry, but I wound up working late and never got home to actually test this. If there are any errors, please let me know, and I'll fix them ASAP!
Last edited by cavedude; 09-24-2008 at 09:43 PM..
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