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Так кто там щас катает напишите мне за ауры возрождение и духовности они дают Реген или только усиливают Реген который уже есть? Правлю локализацию и есть такое чувство что некоторые описания вводят в заблуждение
Так ещё аура незримой приграды даёт щит?
@StonedWizzard, и вообще где можно глянуть что они дают эти ауры а не тока описание?
Лошадиная выносливость даёт Реген или только усиливает?
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Так ещё аура незримой приграды даёт щит?
--- Добавлено: ---
@StonedWizzard, и вообще где можно глянуть что они дают эти ауры а не тока описание?
--- Добавлено: ---
Лошадиная выносливость даёт Реген или только усиливает?
if(auraId == StExt_AuraIndex_Stonedskin)
{
StExt_DynamicProtBlunt = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 6;
StExt_DynamicProtEdge = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 6;
StExt_DynamicProtPoint = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 6;
StExt_DynamicProtMagic = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 12;
StExt_DynamicProtFire = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 12;
StExt_DynamicProtFly = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 8;
hero.protection[prot_blunt] += StExt_DynamicProtBlunt;
hero.protection[prot_edge] += StExt_DynamicProtEdge;
hero.protection[prot_fire] += StExt_DynamicProtFire;
hero.protection[prot_magic] += StExt_DynamicProtMagic;
hero.protection[prot_point] += StExt_DynamicProtPoint;
hero.protection[prot_fly] += StExt_DynamicProtFly;
StExt_ProtectionAuraEnabled = true;
}
else if(auraId == StExt_AuraIndex_Greententakles)
{
StExt_DynamicProtBlunt1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 14;
StExt_DynamicProtEdge1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 14;
StExt_DynamicProtPoint1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 14;
StExt_DynamicProtMagic1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 10;
StExt_DynamicProtFire1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 10;
StExt_DynamicProtFly1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 10;
hero.protection[prot_blunt] += StExt_DynamicProtBlunt1;
hero.protection[prot_edge] += StExt_DynamicProtEdge1;
hero.protection[prot_fire] += StExt_DynamicProtFire1;
hero.protection[prot_magic] += StExt_DynamicProtMagic1;
hero.protection[prot_point] += StExt_DynamicProtPoint1;
hero.protection[prot_fly] += StExt_DynamicProtFly1;
StExt_ProtectionAuraEnabled = true;
};
if(auraId == StExt_AuraIndex_Evasion)
{
StExt_EvasionChance = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20;
};
if(auraId == StExt_AuraIndex_Speedaura)
{
StExt_Acceleration = 10 + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 50);
additionalacceleration += StExt_Acceleration;
};
if(auraId == StExt_AuraIndex_Extrastrenght)
{
StExt_AdditionalStr = 10 + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 2);
hero.attribute[atr_strength] += StExt_AdditionalStr;
};
if(auraId == StExt_AuraIndex_Extraagility)
{
StExt_AdditionalAgi = 10 + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 2);
hero.attribute[atr_dexterity] += StExt_AdditionalAgi;
};
if(auraId == StExt_AuraIndex_Greed)
{
StExt_GreedBonus_Simpl = 5 + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 10;
StExt_GreedBonus += StExt_GreedBonus_Simpl;
};
if(auraId == StExt_AuraIndex_Magicfind)
{
StExt_GreedBonus_MagicFind = 10 + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 8;
StExt_GreedBonus += StExt_GreedBonus_MagicFind;
};
if(auraId == StExt_AuraIndex_Thief)
{
StExt_GreedBonus_XMagicFind = 1 + (atr_stamina_max / 7) + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20);
StExt_GreedBonus += StExt_GreedBonus_XMagicFind;
StExt_AuraIndex_ThiefChance = 1 + (atr_stamina_max / 14) + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 25);
StExt_ThiefAddChance += StExt_AuraIndex_ThiefChance;
};
if(auraId == StExt_AuraIndex_XExtrastrenght)
{
StExt_XAdditionalStr = 25 + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 5) + (hero.attribute[atr_strength] / 5);
hero.attribute[atr_strength] += StExt_XAdditionalStr;
};
if(auraId == StExt_AuraIndex_XExtraagility)
{
StExt_XAdditionalAgi = 25 + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 5) + (hero.attribute[atr_dexterity] / 5);
hero.attribute[atr_dexterity] += StExt_XAdditionalAgi;
};
if(auraId == StExt_AuraIndex_XStonedskin)
{
StExt_DynamicProtBluntX = (atr_stamina_max * 2) + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20;
StExt_DynamicProtEdgeX = (atr_stamina_max * 2) + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20;
StExt_DynamicProtPointX = (atr_stamina_max * 2) + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20;
StExt_DynamicProtMagicX = atr_stamina_max + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 50;
StExt_DynamicProtFireX = atr_stamina_max + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 50;
StExt_DynamicProtFlyX = atr_stamina_max + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 30;
hero.protection[prot_blunt] += StExt_DynamicProtBluntX;
hero.protection[prot_edge] += StExt_DynamicProtEdgeX;
hero.protection[prot_fire] += StExt_DynamicProtFireX;
hero.protection[prot_magic] += StExt_DynamicProtMagicX;
hero.protection[prot_point] += StExt_DynamicProtPointX;
hero.protection[prot_fly] += StExt_DynamicProtFlyX;
StExt_ProtectionAuraEnabled = true;
stopplayerbleeding();
};
if(auraId == StExt_AuraIndex_XSpeedaura)
{
StExt_XAcceleration = 10 + (atr_stamina_max / 5) + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 10);
additionalacceleration += StExt_XAcceleration;
};
if(auraId == StExt_AuraIndex_XEvasion)
{
StExt_XEvasionChance = (atr_stamina_max / 20) + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20;
};
if(auraId == StExt_AuraIndex_LifeBoost)
{
StExt_AuraHpBoost = 200 + (atr_stamina_max * 20) + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage);
hero.attribute[1] += StExt_AuraHpBoost;
};
if(auraId == StExt_AuraIndex_ExtraWeapDamage)
{
StExt_AuraWeapDamage = 100 + atr_stamina_max + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage);
{
StExt_DynamicProtBlunt = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 6;
StExt_DynamicProtEdge = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 6;
StExt_DynamicProtPoint = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 6;
StExt_DynamicProtMagic = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 12;
StExt_DynamicProtFire = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 12;
StExt_DynamicProtFly = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 8;
hero.protection[prot_blunt] += StExt_DynamicProtBlunt;
hero.protection[prot_edge] += StExt_DynamicProtEdge;
hero.protection[prot_fire] += StExt_DynamicProtFire;
hero.protection[prot_magic] += StExt_DynamicProtMagic;
hero.protection[prot_point] += StExt_DynamicProtPoint;
hero.protection[prot_fly] += StExt_DynamicProtFly;
StExt_ProtectionAuraEnabled = true;
}
else if(auraId == StExt_AuraIndex_Greententakles)
{
StExt_DynamicProtBlunt1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 14;
StExt_DynamicProtEdge1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 14;
StExt_DynamicProtPoint1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 14;
StExt_DynamicProtMagic1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 10;
StExt_DynamicProtFire1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 10;
StExt_DynamicProtFly1 = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 10;
hero.protection[prot_blunt] += StExt_DynamicProtBlunt1;
hero.protection[prot_edge] += StExt_DynamicProtEdge1;
hero.protection[prot_fire] += StExt_DynamicProtFire1;
hero.protection[prot_magic] += StExt_DynamicProtMagic1;
hero.protection[prot_point] += StExt_DynamicProtPoint1;
hero.protection[prot_fly] += StExt_DynamicProtFly1;
StExt_ProtectionAuraEnabled = true;
};
if(auraId == StExt_AuraIndex_Evasion)
{
StExt_EvasionChance = StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20;
};
if(auraId == StExt_AuraIndex_Speedaura)
{
StExt_Acceleration = 10 + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 50);
additionalacceleration += StExt_Acceleration;
};
if(auraId == StExt_AuraIndex_Extrastrenght)
{
StExt_AdditionalStr = 10 + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 2);
hero.attribute[atr_strength] += StExt_AdditionalStr;
};
if(auraId == StExt_AuraIndex_Extraagility)
{
StExt_AdditionalAgi = 10 + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 2);
hero.attribute[atr_dexterity] += StExt_AdditionalAgi;
};
if(auraId == StExt_AuraIndex_Greed)
{
StExt_GreedBonus_Simpl = 5 + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 10;
StExt_GreedBonus += StExt_GreedBonus_Simpl;
};
if(auraId == StExt_AuraIndex_Magicfind)
{
StExt_GreedBonus_MagicFind = 10 + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 8;
StExt_GreedBonus += StExt_GreedBonus_MagicFind;
};
if(auraId == StExt_AuraIndex_Thief)
{
StExt_GreedBonus_XMagicFind = 1 + (atr_stamina_max / 7) + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20);
StExt_GreedBonus += StExt_GreedBonus_XMagicFind;
StExt_AuraIndex_ThiefChance = 1 + (atr_stamina_max / 14) + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 25);
StExt_ThiefAddChance += StExt_AuraIndex_ThiefChance;
};
if(auraId == StExt_AuraIndex_XExtrastrenght)
{
StExt_XAdditionalStr = 25 + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 5) + (hero.attribute[atr_strength] / 5);
hero.attribute[atr_strength] += StExt_XAdditionalStr;
};
if(auraId == StExt_AuraIndex_XExtraagility)
{
StExt_XAdditionalAgi = 25 + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 5) + (hero.attribute[atr_dexterity] / 5);
hero.attribute[atr_dexterity] += StExt_XAdditionalAgi;
};
if(auraId == StExt_AuraIndex_XStonedskin)
{
StExt_DynamicProtBluntX = (atr_stamina_max * 2) + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20;
StExt_DynamicProtEdgeX = (atr_stamina_max * 2) + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20;
StExt_DynamicProtPointX = (atr_stamina_max * 2) + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20;
StExt_DynamicProtMagicX = atr_stamina_max + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 50;
StExt_DynamicProtFireX = atr_stamina_max + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 50;
StExt_DynamicProtFlyX = atr_stamina_max + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 30;
hero.protection[prot_blunt] += StExt_DynamicProtBluntX;
hero.protection[prot_edge] += StExt_DynamicProtEdgeX;
hero.protection[prot_fire] += StExt_DynamicProtFireX;
hero.protection[prot_magic] += StExt_DynamicProtMagicX;
hero.protection[prot_point] += StExt_DynamicProtPointX;
hero.protection[prot_fly] += StExt_DynamicProtFlyX;
StExt_ProtectionAuraEnabled = true;
stopplayerbleeding();
};
if(auraId == StExt_AuraIndex_XSpeedaura)
{
StExt_XAcceleration = 10 + (atr_stamina_max / 5) + (StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 10);
additionalacceleration += StExt_XAcceleration;
};
if(auraId == StExt_AuraIndex_XEvasion)
{
StExt_XEvasionChance = (atr_stamina_max / 20) + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage) / 20;
};
if(auraId == StExt_AuraIndex_LifeBoost)
{
StExt_AuraHpBoost = 200 + (atr_stamina_max * 20) + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage);
hero.attribute[1] += StExt_AuraHpBoost;
};
if(auraId == StExt_AuraIndex_ExtraWeapDamage)
{
StExt_AuraWeapDamage = 100 + atr_stamina_max + StExt_ApplyAuraPowerMult(StExt_AuraGlobalDamage);