Fix HP scaling, reduce default values

This commit is contained in:
郑佩茹
2022-08-13 17:24:05 -06:00
parent eebfdcab1c
commit 6041162d2b
2 changed files with 9 additions and 7 deletions

View File

@@ -53,9 +53,9 @@ IndividualProgression.VanillaHealingAdjustment = 0.5
# Applied linearly per level between levels 11 and 60 # Applied linearly per level between levels 11 and 60
# Set to 1 (100% of regular health) to disable # Set to 1 (100% of regular health) to disable
# #
# Default: 0.5 - 50% of regular health # Default: 0.75 - 75% of regular health
# #
IndividualProgression.VanillaHealthAdjustment = 0.5 IndividualProgression.VanillaHealthAdjustment = 0.75
# #
# #
# IndividualProgression.TBCPowerAdjustment # IndividualProgression.TBCPowerAdjustment
@@ -85,9 +85,9 @@ IndividualProgression.TBCHealingAdjustment = 0.5
# Unlike Vanilla adjustment, a flat value is always used # Unlike Vanilla adjustment, a flat value is always used
# Set to 1 (100% of regular health) to disable # Set to 1 (100% of regular health) to disable
# #
# Default: 0.6 - 60% of regular health # Default: 0.8 - 80% of regular health
# #
IndividualProgression.TBCHealthAdjustment = 0.6 IndividualProgression.TBCHealthAdjustment = 0.8
# #
# IndividualProgression.QuestXPFix # IndividualProgression.QuestXPFix
# Description: Quest XP for Vanilla and TBC quests was boosted as a catchup mechanism in patches 2.3.0 and 3.0.2 # Description: Quest XP for Vanilla and TBC quests was boosted as a catchup mechanism in patches 2.3.0 and 3.0.2

View File

@@ -357,13 +357,15 @@ public:
{ {
return; return;
} }
// Player is still in Vanilla content - give Vanilla damage adjustment // Player is still in Vanilla content - give Vanilla health adjustment
if (!hasPassedProgression(player, PROGRESSION_NAXX40)) if (!hasPassedProgression(player, PROGRESSION_NAXX40))
{ {
float computedAdjustment = player->getLevel() > 10 ? 1 - ((player->getLevel() - 10) / 50) * (1 - vanillaHealthAdjustment) : 1; float adjustmentAmount = 1.0 - vanillaHealthAdjustment;
float applyPercent = ((player->getLevel() - 10.0) / 50.0);
float computedAdjustment = player->getLevel() > 10 ? 1.0 - applyPercent * adjustmentAmount : 1.0;
value *= computedAdjustment; value *= computedAdjustment;
} }
// Player is in TBC content - give TBC damage adjustment // Player is in TBC content - give TBC health adjustment
else if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5)) else if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{ {
value *= tbcHealthAdjustment; value *= tbcHealthAdjustment;