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https://github.com/ZhengPeiRu21/mod-individual-progression
synced 2025-11-29 23:44:51 +08:00
Fix HP scaling, reduce default values
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@@ -53,9 +53,9 @@ IndividualProgression.VanillaHealingAdjustment = 0.5
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# Applied linearly per level between levels 11 and 60
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# Applied linearly per level between levels 11 and 60
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# Set to 1 (100% of regular health) to disable
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# Set to 1 (100% of regular health) to disable
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#
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#
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# Default: 0.5 - 50% of regular health
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# Default: 0.75 - 75% of regular health
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#
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#
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IndividualProgression.VanillaHealthAdjustment = 0.5
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IndividualProgression.VanillaHealthAdjustment = 0.75
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#
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#
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#
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#
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# IndividualProgression.TBCPowerAdjustment
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# IndividualProgression.TBCPowerAdjustment
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@@ -85,9 +85,9 @@ IndividualProgression.TBCHealingAdjustment = 0.5
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# Unlike Vanilla adjustment, a flat value is always used
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# Unlike Vanilla adjustment, a flat value is always used
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# Set to 1 (100% of regular health) to disable
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# Set to 1 (100% of regular health) to disable
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#
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#
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# Default: 0.6 - 60% of regular health
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# Default: 0.8 - 80% of regular health
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#
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#
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IndividualProgression.TBCHealthAdjustment = 0.6
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IndividualProgression.TBCHealthAdjustment = 0.8
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#
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#
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# IndividualProgression.QuestXPFix
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# IndividualProgression.QuestXPFix
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# Description: Quest XP for Vanilla and TBC quests was boosted as a catchup mechanism in patches 2.3.0 and 3.0.2
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# Description: Quest XP for Vanilla and TBC quests was boosted as a catchup mechanism in patches 2.3.0 and 3.0.2
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@@ -357,13 +357,15 @@ public:
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{
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{
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return;
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return;
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}
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}
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// Player is still in Vanilla content - give Vanilla damage adjustment
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// Player is still in Vanilla content - give Vanilla health adjustment
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if (!hasPassedProgression(player, PROGRESSION_NAXX40))
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if (!hasPassedProgression(player, PROGRESSION_NAXX40))
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{
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{
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float computedAdjustment = player->getLevel() > 10 ? 1 - ((player->getLevel() - 10) / 50) * (1 - vanillaHealthAdjustment) : 1;
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float adjustmentAmount = 1.0 - vanillaHealthAdjustment;
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float applyPercent = ((player->getLevel() - 10.0) / 50.0);
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float computedAdjustment = player->getLevel() > 10 ? 1.0 - applyPercent * adjustmentAmount : 1.0;
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value *= computedAdjustment;
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value *= computedAdjustment;
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}
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}
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// Player is in TBC content - give TBC damage adjustment
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// Player is in TBC content - give TBC health adjustment
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else if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
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else if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
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{
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{
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value *= tbcHealthAdjustment;
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value *= tbcHealthAdjustment;
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