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Max resists cap not implemented / included? #1490

@GladieUO

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@GladieUO
	bool fElemental = IsSetCombatFlags(COMBAT_ELEMENTAL_ENGINE);
	// Apply armor calculation
	if ( !(uiType & (DAMAGE_GOD|DAMAGE_FIXED)) )
	{
		if ( fElemental )
		{
			// AOS elemental combat
			if ( iDmgPhysical == 0 )		// if physical damage is not set, let's assume it as the remaining value
				iDmgPhysical = 100 - (iDmgFire + iDmgCold + iDmgPoison + iDmgEnergy);

			int iPhysicalDamage = iDmg * iDmgPhysical * (100 - (int)GetPropNum(pCCPChar, PROPCH_RESPHYSICAL, pBaseCCPChar));
			int iFireDamage = iDmg * iDmgFire * (100 - (int)GetPropNum(pCCPChar, PROPCH_RESFIRE, pBaseCCPChar));
			int iColdDamage = iDmg * iDmgCold * (100 - (int)GetPropNum(pCCPChar, PROPCH_RESCOLD, pBaseCCPChar));
			int iPoisonDamage = iDmg * iDmgPoison * (100 - (int)GetPropNum(pCCPChar, PROPCH_RESPOISON, pBaseCCPChar));
			int iEnergyDamage = iDmg * iDmgEnergy * (100 - (int)GetPropNum(pCCPChar, PROPCH_RESENERGY, pBaseCCPChar));

			iDmg = (iPhysicalDamage + iFireDamage + iColdDamage + iPoisonDamage + iEnergyDamage) / 10000;
		}
        case PROPCH_RESCOLDMAX:
        case PROPCH_RESFIREMAX:
        case PROPCH_RESENERGYMAX:
        case PROPCH_RESPOISONMAX:
        case PROPCH_RESPHYSICAL:
        case PROPCH_RESPHYSICALMAX:

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