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C++ Where is the error here? o.O

marek12

Available for sprite works
Joined
Apr 8, 2020
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hello guys. I am using this mod: http://otland.net/threads/mod-random-item-stats.130295/
The author is saying that I need to edit source code in order to make the attack range on wands and bows and hit chance on bow/xbows working.

This is what I have done with sources (following author):

item.cpp
Lua:
       case ATTR_HITCHANCE:
        {
            int32_t hitChance;
            if(!propStream.GET_ULONG((uint32_t&)hitChance))
                return ATTR_READ_ERROR;
            setAttribute("hitchance", hitChance);
            break;
        }

      case ATTR_SHOOTRANGE:
        {
            int32_t shootRange;
            if(!propStream.GET_ULONG((uint32_t&)shootRange))
                return ATTR_READ_ERROR;
            setAttribute("shootrange", shootRange);
            break;
        }

weapons.cpp
Code:
    if(it.weaponType == WEAPON_AMMO)
        range = player->getShootRange();
    else if(it.weaponType == WEAPON_WAND && player->getWeapon(false))
        range = player->getWeapon(false)->getShootRange();
    else
        range = it.shootRange;

mod.lua
Lua:
<?xml version="1.0" encoding="UTF-8"?>
<mod name="Random Item Stats" enabled="1">
<config name="itemstats_conf"><![CDATA[
-- //
    extra_loot_key = 123 --: optional storage for higher loot rate
    vocation_base_attackspeed = getVocationInfo(1).attackSpeed --: used for attackSpeed stat
-- //

tiers, attr = {}, {}

tiers['rare'] = {
    color = 66, -- color of 'RARE' text
    extra = {0, 0},
    attrNames = true, -- show attribute names instead of rare
    chance = {
        [1] = 10000,
        [2] = 5000 -- chance for 2nd stat
    }
}
tiers['epic'] = {
    color = 35,
    extra = {7, 20}, -- additional percent bonus
    chance = {
        [1] = 3333,
        [2] = 25000
    }
}
tiers['legendary'] = {
    color = 149,
    extra = {20, 35},
    chance = {
        [1] = 1000,
        [2] = 100000 -- 2 bonuses always
    }
}

MELEE = 0
DISTANCE = 1
ARMOR = 2
SHIELD = 3
WAND = 4
DURATION_RING = 5
CHARGES = 6

--! attributes
attr['quick'] = {
    attr = 'attackSpeed',
    name = 'Attack Speed',
    percent = {6, 20},
    types = {MELEE, DISTANCE, WAND}
}
attr['fortified'] = {
    attr = 'extraDefense',
    base = 'defense',
    name = 'Defense',
    percent = {7, 25},
    types = {MELEE, SHIELD}
}
attr['deadly'] = {
    attr = 'extraAttack',
    base = 'attack',
    name = 'Attack',
    types = {MELEE},
    percent = {7, 25}
}
attr['strong'] = {
    attr = 'armor',
    name = 'Armor',
    percent = {7, 20},
    types = {ARMOR}
}
attr['hawkeye\'s'] = {
    attr = 'hitChance',
    name = 'Hit Chance',
    percent = {10, 25},
    types = {DISTANCE}
}
--[[ // not available without source edit
attr['farsight'] = {
    attr = 'shootRange',
    name = 'Shoot Range',
    percent = {17, 34},
    types = {DISTANCE, WAND}
}
]]
attr['charged'] = {
    attr = 'charges',
    name = 'Charges',
    percent = {30, 45},
    types = {CHARGES}
}
attr['divine'] = {
    attr = 'duration',
    name = 'Duration',
    percent = {35, 50},
    types = {DURATION_RING}
}
--/ attributes

rate = getConfigInfo('rateLoot')

if( getConfigInfo('monsterLootMessage') ~= 0 )then
    print('[Notice] Set monsterLootMessage = 0 to prevent duplicate loot messages')
end
]]></config>

<event type="kill" name="itemstats" event="script"><![CDATA[
domodlib('itemstats_conf')

function round(n, s)
    return tonumber(('%.' .. (s or 0) .. 'f'):format(n))
end

function getContentDescription(uid, sep)
    local ret, i, containers = '', 0, {}
    while( i < getContainerSize(uid) )do
        local v, s = getContainerItem(uid, i), ''
        local k = getItemInfo(v.itemid)
        k.name = getItemAttribute(v.uid, 'name') or k.name
        if( k.name ~= '' )then
            if( v.type > 1 and k.stackable and k.showCount )then
                s = v.type .. ' ' .. k.plural
            else
                local article = getItemAttribute(v.uid, 'article') or k.article
                s = (article == '' and '' or article .. ' ') .. k.name
            end
            ret = ret .. (i == 0 and not sep and '' or ', ') .. s
            if( isContainer(v.uid) and getContainerSize(v.uid) ~= 0 )then
                table.insert(containers, v.uid)
            end
        else
            ret = ret .. (i == 0 and not sep and '' or ', ') .. 'an item of type ' .. v.itemid .. ', please report it to gamemaster'
        end
        i = i + 1
    end
    for i = 1, #containers do
        ret = ret .. getContentDescription(containers[i], true)
    end
    return ret
end

local function send(cid, corpse, monster)
    if( isPlayer(cid) )then
        local ret = corpse and isContainer(corpse) and getContentDescription(corpse)
        doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, 'Loot of ' .. monster .. ': ' .. (ret ~= '' and ret or 'nothing'))
        local party = getPlayerParty(cid)
        if( party )then
            for _, pid in ipairs(getPartyMembers(party)) do
                doPlayerSendChannelMessage(pid, '', 'Loot of ' .. monster .. ': ' .. (ret ~= '' and ret or 'nothing'), TALKTYPE_CHANNEL_W, CHANNEL_PARTY)
            end
        end
    end
end

local function createLoot(i, ext)
    local item = type(i.id) == 'table' and i.id[math.random(#i.id)] or i.id
    local random = math.ceil(math.random(100000) / ext)
    local tmpItem, f

    if( random < i.chance )then
        if i.subType == -1 then
            f = getItemInfo(item)
        end
        tmpItem = doCreateItemEx(item,
            i.subType ~= -1 and i.subType or
            f.stackable and random % i.count + 1 or
            f.charges ~= 0 and f.charges or
            1
        )
    end

    if( not tmpItem )then
        return
    end

    if( i.actionId ~= -1 )then
        doItemSetAttribute(tmpItem, 'aid', i.actionId)
    end

    if( i.uniqueId ~= -1 )then
        doItemSetAttribute(tmpItem, 'uid', i.uniqueId)
    end

    if( i.text ~= '' )then
        doItemSetAttribute(tmpItem, 'text', i.text)
    end

    local ret, done

    for k, v in pairs(tiers) do
        local cur, used = {}, {}
        for i = 1, #v.chance do
            if( math.random(100000) <= v.chance[i] )then
                if( f )then
                    f = getItemInfo(item)
                end
                if( not f.stackable )then
                    for m, n in pairs(attr) do
                        if( not table.find(used, m) and
                        (
                            ( table.find(n.types, MELEE) and table.find({WEAPON_SWORD, WEAPON_CLUB, WEAPON_AXE}, f.weaponType) ) or
                            ( table.find(n.types, DISTANCE) and f.weaponType == WEAPON_DIST and f.ammoType ~= 0 ) or
                            ( table.find(n.types, ARMOR) and f.armor ~= 0 and f.wieldPosition ~= CONST_SLOT_NECKLACE ) or
                            ( table.find(n.types, SHIELD) and f.defense ~= 0 and f.weaponType == WEAPON_SHIELD ) or
                            ( table.find(n.types, WAND) and f.weaponType == WEAPON_WAND ) or
                            ( table.find(n.types, DURATION_RING) and f.wieldPosition == CONST_SLOT_RING and f.transformEquipTo ~= 0 ) or
                            ( table.find(n.types, CHARGES) and table.find({CONST_SLOT_RING, CONST_SLOT_NECKLACE}, f.wieldPosition) and f.charges ~= 0 )
                        ) )then
                            table.insert(cur, m)
                        end
                    end

                    if( #cur ~= 0 )then
                        local n = cur[math.random(#cur)]
                        table.insert(used, n)

                        n = attr[n]
                        local percent, new, tmp = math.random(n.percent[1] + (v.extra[1] or 0), n.percent[2] + (v.extra[2] or 0))
                        -- hacks
                        if( n.attr == 'duration' )then
                            tmp = getItemInfo(f.transformEquipTo)
                            if tmp.transformDeEquipTo ~= item then
                                break
                            end
                            new = round( tmp.decayTime * (1 + percent / 100) * 1000 )
                        elseif( n.attr == 'attackSpeed' )then
                            new = round( vocation_base_attackspeed / (1 + percent / 100) )
                        elseif( n.attr == 'hitChance' ) then
                            new = round(
                                f.hitChance == -1 and
                                    percent
                                or
                                    f.hitChance * (1 + percent / 100)
                            )
                        else
                            new = round(
                                n.base and
                                    f[n['attr']] + f[n['base']] * (percent / 100)
                                or
                                    f[n['attr']] * (1 + percent / 100)
                            )

                            if( new == f[n[n.base and 'base' or 'attr']] )then -- no improvement
                                break
                            end
                        end

                        doItemSetAttribute(tmpItem, n.attr:lower(), new)

                        local name = getItemAttribute(tmpItem, 'name')
                        if( v.attrNames or not name )then
                            local name = (v.attrNames and used[#used] or k) .. ' ' .. (name or f.name)
                            doItemSetAttribute(tmpItem, 'name', name)

                            if( f.article ~= '' )then
                                local article = getArticle(name)
                                if( article ~= f.article )then
                                    doItemSetAttribute(tmpItem, 'article', article)
                                end
                            end
                        end

                        local desc = getItemAttribute(tmpItem, 'description') or f.description
                        doItemSetAttribute(tmpItem, 'description', '[' .. n.name .. ': +' .. percent .. '%]' .. (desc == '' and '' or '\n' .. desc))

                        ret = k
                    end
                    cur = {}
                    if( #v.chance == i )then
                        done = true
                    end
                end
            else
                done = i ~= 1
                break
            end
        end
        if( done )then
            break
        end
    end

    return tmpItem, ret
end

local function createChildLoot(parent, i, ext, pos)
    if( not i or #i == 0 )then
        return true
    end

    local size, cap = 0, getContainerCap(parent)
    for k = 1, #i do
        if( size == cap )then
            break
        end
        local tmp, ret = createLoot(i[k], ext)
        if( tmp )then
            if( isContainer(tmp) )then
                if( createChildLoot(tmp, i[k].child, ext, pos) )then
                    doAddContainerItemEx(parent, tmp)
                    size = size + 1
                else
                    doRemoveItem(tmp)
                end
            else
                if( ret )then
                    doSendMagicEffect(pos, CONST_ME_MAGIC_GREEN)
                    doSendAnimatedText(pos, ret:upper(), tiers[ret].color)
                end
                doAddContainerItemEx(parent, tmp)
                size = size + 1
            end
        end
    end

    return size > 0
end

local function dropLoot(pos, v, ext, master, cid, target)
    local corpse
    if( not master or master == target )then -- 0.3/4
        corpse = getTileItemById(pos, v.lookCorpse).uid
        if( isContainer(corpse) )then
            for i = 1, getContainerSize(corpse) do
                doRemoveItem(getContainerItem(corpse, 0).uid)
            end
            local size, cap = 0, getContainerCap(corpse)
            for i = 1, #v.loot do
                if( size == cap )then
                    break
                end
                local tmp, ret = createLoot(v.loot[i], ext)
                if( tmp )then
                    if( isContainer(tmp) )then
                        if( createChildLoot(tmp, v.loot[i].child, ext, pos) )then
                            doAddContainerItemEx(corpse, tmp)
                            size = size + 1
                        else
                            doRemoveItem(tmp)
                        end
                    else
                        if( ret )then
                            doSendMagicEffect(pos, CONST_ME_MAGIC_GREEN)
                            doSendAnimatedText(pos, ret:upper(), tiers[ret].color)
                        end
                        doAddContainerItemEx(corpse, tmp)
                        size = size + 1
                    end
                end
            end
        end
    end
    send(cid, corpse, v.description)
end

function onKill(cid, target, damage, flags)
    if( (damage == true or bit.band(flags, 1) == 1) and isMonster(target) )then -- 0.3/4
        local v = getMonsterInfo(getCreatureName(target))
        if( v and v.lookCorpse ~= 0 )then
            local s = getCreatureStorage(cid, extra_loot_key)
            addEvent(dropLoot, 0, getThingPos(target), v, s == -1 and rate or s, getCreatureMaster(target), cid, target)
        end
    end
    return true
end
]]></event>

<event type="login" name="itemstats_login" event="buffer"><![CDATA[
    registerCreatureEvent(cid, 'itemstats')
]]></event>

</mod>
everything is working except for distance weapons (bows,crossbows,wands,rods).

swords/clubs/axes/armors/legs/boots/rings/amulets are working, but not (bows/crossbows/wands/rods). any Idea why is that?

09:16 You see a legendary short sword (Atk:11, AS: 1361, Def:11).
[Attack Speed: +47%]

@Cykotitan
 
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