Closed Wiggo32 closed 5 years ago
looks like the mobmods (both MOBMOD_RAGE and MOBMOD_GRADUAL_RAGE) are never checked and the functions to set and unset it are never called anyplace. Additionally the functions we have assume rage mode is always just multiply base stats by 10.
void CMobEntity::addRageMode()
{
if (!m_RageMode)
{
stats.AGI *= 10;
stats.CHR *= 10;
stats.DEX *= 10;
stats.INT *= 10;
stats.MND *= 10;
stats.STR *= 10;
stats.VIT *= 10;
}
m_RageMode = true;
}
On retail I'm pretty sure not all rages are created equally. Sh*tWikiSays implies this as well. Some mobs "gradually rage" (stronger over time but initially not so bad) and others its like a switch got flipped and its suddenly beating you senseless. I propose we move this to a mixin with 3 parameters to cover any possible future usages: 1. time till rage begins, 2. optional multiplier value defaulting to 10, 3. optional repeat boost interval that can be omitted.
New system implemented in https://github.com/DarkstarProject/darkstar/pull/5408
Closing.
I have:
Client Version (type
/ver
in game) : 30180203_1Source Branch (master/stable) : master
Additional Information (Steps to reproduce/Expected behavior) :