Re: Class Points
Posted: Fri Jul 22, 2016 12:54 pm
This is very helpful! Currently all class points behave like druid points as those are the only ones I knew how they worked.
I don't think that the druid points were on a 2 minute regen. The text that I've seen specify a full regen over time based on your level. That is why in the code you will see an array of regen times (class_points_delta_times). The function that I used is this.
f(level,current_points)=6000-((level-1)*24)/20*1000
Also, for druids I thought that they started out with 20 and got 1 point every level starting at 10 with a max of 60 (maxed out at level 50). That is currently how it works in the code and I'm pretty sure that is correct.
When I get time, I will work on adding this. In case I never do, below is what needs to be changed.
ChunkServer_Attributes.cpp, ProcessRegen(): This is where the regen is actually done. The class point part will need to be expanded to include code for each class. A class points regen stat will also need to be created (I don't think there is one right now) to be used for regen stances and such. That is how I planned on it working so that the base regen is in code (only because it isn't fixed) and ability regen modifies the stat.
WorldCharacter_Attributes.cpp, AddAttribute() and UpdateAttributesLevelChange(): This is where the max values are done.
I don't think that the druid points were on a 2 minute regen. The text that I've seen specify a full regen over time based on your level. That is why in the code you will see an array of regen times (class_points_delta_times). The function that I used is this.
f(level,current_points)=6000-((level-1)*24)/20*1000
Also, for druids I thought that they started out with 20 and got 1 point every level starting at 10 with a max of 60 (maxed out at level 50). That is currently how it works in the code and I'm pretty sure that is correct.
When I get time, I will work on adding this. In case I never do, below is what needs to be changed.
ChunkServer_Attributes.cpp, ProcessRegen(): This is where the regen is actually done. The class point part will need to be expanded to include code for each class. A class points regen stat will also need to be created (I don't think there is one right now) to be used for regen stances and such. That is how I planned on it working so that the base regen is in code (only because it isn't fixed) and ability regen modifies the stat.
WorldCharacter_Attributes.cpp, AddAttribute() and UpdateAttributesLevelChange(): This is where the max values are done.