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fix windows builds for now, missing a couple stat functions
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14d42f857d
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1 changed files with 16 additions and 13 deletions
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@ -308,15 +308,18 @@ float CalcStats::potency( uint16_t potency )
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return potency / 100.f;
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return potency / 100.f;
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}
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}
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float CalcStats::weaponDamage( const Sapphire::Entity::Chara& chara, float weaponDamage, bool isMagicDamage )
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//float CalcStats::weaponDamage( const Sapphire::Entity::Chara& chara, float weaponDamage, bool isMagicDamage )
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{
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//{
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const auto& baseStats = chara.getStats();
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// const auto& baseStats = chara.getStats();
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auto level = chara.getLevel();
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// auto level = chara.getLevel();
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//
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auto mainVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::MAIN ] );
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// auto mainVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::MAIN ] );
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//
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float jobAttribute = 1.f;
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// float jobAttribute = 1.f;
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}
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//
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// // todo: fix this
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// return 1.f
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//}
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// todo: this is all retarded, needs to be per weapon and etcetc
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// todo: this is all retarded, needs to be per weapon and etcetc
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//uint32_t CalcStats::getPrimaryClassJobAttribute( const Sapphire::Entity::Chara& chara )
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//uint32_t CalcStats::getPrimaryClassJobAttribute( const Sapphire::Entity::Chara& chara )
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@ -436,10 +439,10 @@ float CalcStats::magicDefence( const Sapphire::Entity::Chara& chara )
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return std::floor( 15.f * baseStats.magicDefense ) / 100.f;
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return std::floor( 15.f * baseStats.magicDefense ) / 100.f;
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}
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}
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float CalcStats::blockStrength( const Sapphire::Entity::Chara& chara )
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//float CalcStats::blockStrength( const Sapphire::Entity::Chara& chara )
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{
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//{
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//
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}
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//}
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float CalcStats::healingMagicPotency( const Sapphire::Entity::Chara& chara )
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float CalcStats::healingMagicPotency( const Sapphire::Entity::Chara& chara )
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{
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{
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