muzsor
muzsor
Here is a piece of code that worked for me, I think this is not a great solution. ```c# // Form.cs private const int WM_ACTIVATEAPP = 0x001C; protected override void...
And the current check for the class id is incorrect, so instead of alternating damage like it’s supposed to, it’s only calculating the main-hand damage right now. ```js // The...
I was thinking that it might make sense to calculate DPS by dividing the total actual damage dealt by the time it actually took to land the hits. This could...
I noticed that in the languages list, there’s both `cn` and `cns` for Simplified Chinese. Not really sure why they’re separated into two.
That makes sense. But Frostiae already mentioned in the info that > This value may be different than the one you see in the character window as it takes everything...
Thanks for your reply! I understand that `tw-TW` isn’t valid, that’s because the `LocalizedText` key used in the API is `tw`, and the code is set up to get the...
I should've made that clear at the beginning, sorry about that. 🙏 I agree with the second approach as well; it will be much clearer and easier to follow. Thank...
I would like to add the `getFlyffLanguageShortCodeFromLanguage(i18n)` function to `flyffutils.js`. ```js export const LANGUAGE_CODE_MAP = { "zh-tw": "tw", "zh-cn": "cn", "zh": "cn", "pt-br": "br", "en-us": "en", "en": "en", } export...
It might be because [this](https://github.com/Frostiae/Flyffulator/blob/main/src/flyff/flyffdamagecalculator.js#L854C4-L854C78) calculates everything as percentages, while the magic attack from items and buffs isn’t set as `rate = true`.