Core/Auras: Update aura type to its new meaning

Port From (https://github.com/TrinityCore/TrinityCore/commit/5d73b7ac9e4167b32fbe73341211e4a7dcd084c4)
This commit is contained in:
hondacrx
2019-12-02 14:18:12 -05:00
parent dcdc3949ad
commit 013933d7f5
3 changed files with 2 additions and 24 deletions
@@ -306,7 +306,7 @@ namespace Framework.Constants
ModBaseHealthPct = 282,
ModHealingReceived = 283, // Possibly Only For Some Spell Family Class Spells
Linked = 284,
ModAttackPowerOfArmor = 285,
Linked2 = 285,
AbilityPeriodicCrit = 286,
DeflectSpells = 287,
IgnoreHitDirection = 288,
@@ -346,7 +346,7 @@ namespace Framework.Constants
InterfereTargetting = 322,
Unk323 = 323, // Not Used In 4.3.4
Unk324 = 324, // Spell Critical Chance (Probably By School Mask)
Unk325 = 325, // Not Used In 4.3.4
LearnPvpTalent = 325, // NYI
PhaseGroup = 326, // Phase Related
Unk327 = 327, // Not Used In 4.3.4
TriggerSpellOnPowerPct = 328,
-9
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@@ -1107,15 +1107,6 @@ namespace Game.Entities
float attPowerMod = GetModifierValue(unitMod, UnitModifierType.TotalValue);
float attPowerMultiplier = GetModifierValue(unitMod, UnitModifierType.TotalPCT) - 1.0f;
//add dynamic flat mods
if (!ranged)
{
var mAPbyArmor = GetAuraEffectsByType(AuraType.ModAttackPowerOfArmor);
foreach (var iter in mAPbyArmor)
// always: ((*i).GetModifier().m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
attPowerMod += (int)(GetArmor() / iter.GetAmount());
}
if (ranged)
{
SetRangedAttackPower((int)base_attPower);
-13
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@@ -3907,19 +3907,6 @@ namespace Game.Spells
target.HandleStatModifier(UnitMods.AttackPowerRanged, UnitModifierType.TotalPCT, GetAmount(), apply);
}
[AuraEffectHandler(AuraType.ModAttackPowerOfArmor)]
void HandleAuraModAttackPowerOfArmor(AuraApplication aurApp, AuraEffectHandleModes mode, bool apply)
{
if (!mode.HasAnyFlag((AuraEffectHandleModes.ChangeAmountMask | AuraEffectHandleModes.Stat)))
return;
Unit target = aurApp.GetTarget();
// Recalculate bonus
if (target.IsTypeId(TypeId.Player))
target.ToPlayer().UpdateAttackPowerAndDamage(false);
}
/********************************/
/*** DAMAGE BONUS ***/
/********************************/