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所以我正在使用 AzerothCore,我最近刚刚安装了一个 Haste Mod,它可以工作,但不能正常工作,由于时间和代码的变化,我不得不手动安装 Haste Mod,尽管现在。

我的问题是,即使我在达到一定的急速后得到 0.00,它也太快了并且触发不起作用,例如:Shadowmourne 武器效果......

有时候我打到80次pr game tick,50-80不等,请问各位大佬,有没有可能把它锁定到一定的攻击次数?近战和远程,由于声音也会出现故障,有时声音会消失,直到我停止攻击,这与我测试过的任何加速模式不同,无论是实时服务器还是测试服务器......

Hastemod 如下:

PLAYER.CPP
hasteMod = 2.9;

/* hastemod
if (haveOffhandWeapon())
if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY);
*/

/* hastemod
if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
setAttackTimer(BASE_ATTACK, ATTACK_DISPLAY_DELAY);
*/

// hastemod begins
void Player::SetAttackTime(WeaponAttackType att, uint32 val) {
    switch(att) {
        case BASE_ATTACK:
        ApplyHasteMod(m_baseRatingValue[CR_HASTE_MELEE],BASE_ATTACK,CR_HASTE_MELEE, val);
        break;

        case OFF_ATTACK:
        ApplyHasteMod(m_baseRatingValue[CR_HASTE_MELEE],OFF_ATTACK,CR_HASTE_MELEE, val);
        break;
        case RANGED_ATTACK:
        ApplyHasteMod(m_baseRatingValue[CR_HASTE_RANGED],RANGED_ATTACK,CR_HASTE_RANGED, val);
        break;

        default:
        SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att,val*m_modAttackSpeedPct[att]);
    }
}

void Player::ApplyHasteMod(int16 val, uint32 att, CombatRating cr, float speed) {
    float atkSpd = speed * (( 100.0f - ((val / 32.789989f) * hasteMod)  ) / 100.0f );
    if (atkSpd < 0) atkSpd = 0;
SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att, atkSpd);
}

// hastemod ends

 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
 {
     m_baseRatingValue[cr]+=(apply ? value : -value);
   // explicit affected values
   switch (cr)
   {
       case CR_HASTE_MELEE:
       {
            Item * mainhand = m_items[EQUIPMENT_SLOT_MAINHAND];
            Item * offhand = m_items[EQUIPMENT_SLOT_OFFHAND];
            float speed1 = mainhand ? (float)mainhand->GetTemplate()->Delay : 2000.0f;
            float speed2 = offhand ? (float)offhand->GetTemplate()->Delay : 2000.0f;

            ApplyHasteMod(m_baseRatingValue[cr], BASE_ATTACK, cr, speed1);
            ApplyHasteMod(m_baseRatingValue[cr], OFF_ATTACK, cr, speed2);

            float RatingChange = value / value;
            (RatingChange = 0) ? ApplyPercentModFloatVar(m_modAttackSpeedPct[BASE_ATTACK], RatingChange, !apply) : ApplyPercentModFloatVar(m_modAttackSpeedPct[BASE_ATTACK], -RatingChange, apply);
            (RatingChange = 0) ? ApplyPercentModFloatVar(m_modAttackSpeedPct[OFF_ATTACK], RatingChange, !apply) : ApplyPercentModFloatVar(m_modAttackSpeedPct[OFF_ATTACK], -RatingChange, apply);
             break;
         }
         case CR_HASTE_RANGED:
         {
            Item * ranged = m_items[EQUIPMENT_SLOT_RANGED];
            float speed = ranged ? (float)ranged->GetTemplate()->Delay : 2000.0f;
            ApplyHasteMod(m_baseRatingValue[cr], RANGED_ATTACK, cr, speed);
            float RatingChange = value / value;
            (RatingChange = 0) ? ApplyPercentModFloatVar(m_modAttackSpeedPct[RANGED_ATTACK], RatingChange, !apply) : ApplyPercentModFloatVar(m_modAttackSpeedPct[RANGED_ATTACK], -RatingChange, apply);
             break;
         }
         case CR_HASTE_SPELL:
         {
            ApplyHasteMod(m_baseRatingValue[cr], CR_HASTE_SPELL-1, cr, 1.0f);
             break;
         }
         default:

PLAYER.H


        float hasteMod;
        public:

        float GetHasteMod() const { return hasteMod; }
        void SetHasteMod(float val) { hasteMod = val; }
        void ApplyHasteMod(int16 val, uint32 att, CombatRating cr, float speed);
        void SetAttackTime(WeaponAttackType att, uint32 val);

STATSYSTEM.CPP

 void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage)
 {
     UnitMods unitMod;
    Item *Weapon = NULL;

     switch (attType)
     {
         case BASE_ATTACK:
         default:
            Weapon = m_items[EQUIPMENT_SLOT_MAINHAND];
             unitMod = UNIT_MOD_DAMAGE_MAINHAND;
             break;
         case OFF_ATTACK:
            Weapon = m_items[EQUIPMENT_SLOT_OFFHAND];
             unitMod = UNIT_MOD_DAMAGE_OFFHAND;
             break;
         case RANGED_ATTACK:
            Weapon = m_items[EQUIPMENT_SLOT_RANGED];
             unitMod = UNIT_MOD_DAMAGE_RANGED;
             break;
     }


    float wep_speed   =(!Weapon) ? 2200.00f : Weapon->GetTemplate()->Delay;
    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f  (wep_speed/1000.00f);
    float att_speed   = GetAPMultiplier(attType,normalized);
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);    
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;

     float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
     float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);


         if (lvl > 60)
             lvl = 60;

        weapon_mindamage = lvl*3.0f*wep_speed/1000;
        weapon_maxdamage = lvl*5.0f*wep_speed/1000;
     }
     else if (!CanUseAttackType(attType))      //check if player not in form but still can't use (disarm case)
     {

如果你们以前听说过或看到过这样的事情,我会很高兴,并且知道该怎么做,我已经花了过去 3 天的时间,试图弄清楚......我知道这是可能的,只是不知道如何,或者如果这个hastemod甚至有可能。

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1 回答 1

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您应该避免修改主核心的文件(例如Player.cppPlayer.h等),而是为您的自定义更改创建一个真实的(单独的)模块:

http://www.azerothcore.org/wiki/Create-a-Module

如果你需要实现新的钩子,那么你应该发送一个 PR 到主仓库。因此,您的核心代码库将始终是干净的(无需自定义更改)。

于 2020-01-06T09:56:10.960 回答