fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay
Three fixes to the Vitals HUD path:
1. EnchantmentMask Vitae/Cooldown bit values (parser regression).
ACE's enum at references/ACE/Source/ACE.Entity/Enum/EnchantmentCategory.cs
has Vitae=0x4 and Cooldown=0x8. I had them swapped — when ACE wrote
the Vitae singleton with mask bit 0x4 set, my parser read it as
"Cooldown" and tried to consume a count-prefixed list (no count
present), blowing up with FormatException, returning null from
TryParse. PlayerDescription consequently failed to parse on every
live login. Fix: swap the bit values + bucket constants to match ACE.
2. Vitae applies regardless of StatModKey. Live trace showed:
vitals: PD-ench spell=666 layer=0 bucket=Vitae key=0 val=0.95
ACE's Vitae enchantment serializes with key=0 (meaning "any vital")
per retail. EnchantmentMath was filtering Vitae by key like other
buffs, so the 5% death penalty never applied to Health/Stam/Mana
max — the Vitals percent read 95% because current=276 / max=290
(server already reduced current; our max didn't match). Fix:
Vitae bucket short-circuits the per-key check and applies its
multiplier to all vitals.
3. Absolute current/max in HUD overlay. VitalsVM exposes
HealthCurrent/Max, StaminaCurrent/Max, ManaCurrent/Max from
LocalPlayerState. VitalsPanel overlay format is now
"current / max (percent%)" when absolutes are available; falls
back to percent-only pre-PlayerDescription. Matches the retail
look the user requested ("HP 400/400" style).
Test deltas (841 -> 842):
- Existing Vitae test still passes (key matches statKey case).
- New Vitae key=0 test pins the "any vital" semantics.
- Existing PlayerDescription Vitae singleton test updated to
write mask=0x4 (was 0x8 with the swapped enum).
Live verification: with +Acdream's Vitae-666 active and Endurance.current=290:
HP : current=138, max=145×0.95≈138 → bar 100% (was 95%)
Stam : current=276, max=290×0.95≈276 → bar 100%
Mana : current=190, max=200×0.95≈190 → bar 100%
Overlay reads e.g. "276 / 276 (100%)".
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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6 changed files with 99 additions and 19 deletions
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@ -102,12 +102,12 @@ public static class EnchantmentMath
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}
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}
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// Aggregate StatMod values from the deduplicated set. Records
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// with StatModKey == statKey contribute; bucket determines
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// whether the value is multiplicative or additive.
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// Aggregate StatMod values from the deduplicated set. Bucket
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// values match ACE's EnchantmentMask flag bits:
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// Bucket 1 (Multiplicative): multiplier *= ench.StatModValue
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// Bucket 2 (Additive): additive += ench.StatModValue
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// Bucket 8 (Vitae): multiplier *= ench.StatModValue (post-pass)
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// Bucket 4 (Vitae): multiplier *= ench.StatModValue (post-pass)
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// Bucket 8 (Cooldown): skipped (doesn't affect vital max)
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// Records without StatMod data (StatModKey == null) — e.g.
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// those from older MagicUpdateEnchantment events that don't
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// yet parse the full payload — contribute nothing.
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@ -116,15 +116,27 @@ public static class EnchantmentMath
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float vitae = 1.0f;
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foreach (var ench in stronger.Values)
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{
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if (ench.StatModKey is not uint key || key != statKey) continue;
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if (ench.StatModValue is not float val) continue;
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// Vitae (bucket 4) is a special-case singleton on
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// CEnchantmentRegistry._vitae and applies its multiplier
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// to ALL vitals regardless of StatModKey (retail uses
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// key=0 as "any vital"). Apply unconditionally and skip
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// the per-key check.
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if (ench.Bucket == 4)
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{
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vitae *= val;
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continue;
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}
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// Multiplicative + Additive buffs filter by stat key —
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// only those targeting the requested vital contribute.
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if (ench.StatModKey is not uint key || key != statKey) continue;
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switch (ench.Bucket)
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{
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case 1: multiplier *= val; break;
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case 2: additive += val; break;
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case 8: vitae *= val; break;
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// Bucket 4 (Cooldown) doesn't affect vital max.
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// Bucket 8 (Cooldown) doesn't affect vital max.
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}
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}
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// Vitae is applied multiplicatively last per retail
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