Core/Spells: Implemented using base weapon damage in spell attack power formulas

Port From (https://github.com/TrinityCore/TrinityCore/commit/dd21e7ff404aed1d449b09db2b7fcbe2be8536c3)
This commit is contained in:
hondacrx
2020-09-10 19:53:09 -04:00
parent c0e06c540c
commit 0c036ef4db
8 changed files with 67 additions and 35 deletions
-2
View File
@@ -2514,8 +2514,6 @@ namespace Game.Entities
}
public uint GetAppearanceModId() { return m_itemData.ItemAppearanceModID; }
public void SetAppearanceModId(uint appearanceModId) { SetUpdateFieldValue(m_values.ModifyValue(m_itemData).ModifyValue(m_itemData.ItemAppearanceModID), (byte)appearanceModId); }
public uint GetArmor(Player owner) { return GetTemplate().GetArmor(GetItemLevel(owner)); }
public void GetDamage(Player owner, out float minDamage, out float maxDamage) { GetTemplate().GetDamage(GetItemLevel(owner), out minDamage, out maxDamage); }
public float GetRepairCostMultiplier() { return _bonusData.RepairCostMultiplier; }
public uint GetScalingStatDistribution() { return _bonusData.ScalingStatDistribution; }
+17 -12
View File
@@ -158,16 +158,11 @@ namespace Game.Entities
return (uint)(shield.Quality[(int)quality] + 0.5f);
}
public void GetDamage(uint itemLevel, out float minDamage, out float maxDamage)
public float GetDPS(uint itemLevel)
{
minDamage = maxDamage = 0.0f;
ItemQuality quality = GetQuality() != ItemQuality.Heirloom ? GetQuality() : ItemQuality.Rare;
if (GetClass() != ItemClass.Weapon || quality > ItemQuality.Artifact)
return;
// get the right store here
if (GetInventoryType() > InventoryType.RangedRight)
return;
return 0.0f;
float dps = 0.0f;
switch (GetInventoryType())
@@ -198,7 +193,7 @@ namespace Game.Entities
dps = CliDB.ItemDamageTwoHandStorage.LookupByKey(itemLevel).Quality[(int)quality];
break;
default:
return;
break;
}
break;
case InventoryType.Weapon:
@@ -210,12 +205,22 @@ namespace Game.Entities
dps = CliDB.ItemDamageOneHandStorage.LookupByKey(itemLevel).Quality[(int)quality];
break;
default:
return;
break;
}
float avgDamage = dps * GetDelay() * 0.001f;
minDamage = (GetDmgVariance() * -0.5f + 1.0f) * avgDamage;
maxDamage = (float)Math.Floor(avgDamage * (GetDmgVariance() * 0.5f + 1.0f) + 0.5f);
return dps;
}
public void GetDamage(uint itemLevel, out float minDamage, out float maxDamage)
{
minDamage = maxDamage = 0.0f;
float dps = GetDPS(itemLevel);
if (dps > 0.0f)
{
float avgDamage = dps * GetDelay() * 0.001f;
minDamage = (GetDmgVariance() * -0.5f + 1.0f) * avgDamage;
maxDamage = (float)Math.Floor(avgDamage * (GetDmgVariance() * 0.5f + 1.0f) + 0.5f);
}
}
public bool IsUsableByLootSpecialization(Player player, bool alwaysAllowBoundToAccount)