Baerk wrote:
That doesn't take care of the basic problem though even if you used a dummy stat... IAS from gear and IAS from a skill buff/curse while they might use the same item property code do not handle the same. The same goes for FRW, FCR, FHR, and FBR.
Since this plug in is unable to distinguish the type of sources for a given item stat this is where the chance for bug reports arise (since it could be displaying a positive increased speed yet your character is clearly moving as though they are in the negatives since the effective increased speed is actually in the negatives).
FHR and FBR use the same stats in skills.txt as they do in properties.txt and there is no skill based FCR in the game so it's fine to add those.
The dummy stat would be needed for IAS but it wouldn't be adding skill ias and item ias together. it would use the propper speed calculation formula in the calc column. You would need a way to update the passive every 5-10 frames though or hardcode an aura that controls the dummy stat to each player unit (calc used would have to vary based on player, so each player would need a seperate skill).
That still leaves the problem of diff attack animations varying by speed. The only way to deal with that is to make each of the attacks add a state to the player that would update the dummy stat calculation based on whatattack is used and the breakpoints for that attack.
Like I said, possible? yes. simple? no.
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