Core/Auras: Update aura type to its new meaning
Port From (https://github.com/TrinityCore/TrinityCore/commit/5d73b7ac9e4167b32fbe73341211e4a7dcd084c4)
This commit is contained in:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user