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
+15 -3
View File
@@ -2253,18 +2253,30 @@ namespace Game.Entities
return weapon.GetTemplate().GetDelay() / 1000.0f;
}
}
public float GetTotalAttackPowerValue(WeaponAttackType attType)
public float GetTotalAttackPowerValue(WeaponAttackType attType, bool includeWeapon = true)
{
if (attType == WeaponAttackType.RangedAttack)
{
int ap = m_unitData.RangedAttackPower;
float ap = m_unitData.RangedAttackPower + m_unitData.RangedAttackPowerModPos + m_unitData.RangedAttackPowerModNeg;
if (includeWeapon)
ap += Math.Max(m_unitData.MainHandWeaponAttackPower, m_unitData.RangedWeaponAttackPower);
if (ap < 0)
return 0.0f;
return ap * (1.0f + m_unitData.RangedAttackPowerMultiplier);
}
else
{
int ap = m_unitData.AttackPower;
float ap = m_unitData.AttackPower + m_unitData.AttackPowerModPos + m_unitData.AttackPowerModNeg;
if (includeWeapon)
{
if (attType == WeaponAttackType.BaseAttack)
ap += Math.Max(m_unitData.MainHandWeaponAttackPower, m_unitData.RangedWeaponAttackPower);
else
{
ap += m_unitData.OffHandWeaponAttackPower;
ap /= 2;
}
}
if (ap < 0)
return 0.0f;
return ap * (1.0f + m_unitData.AttackPowerMultiplier);
+8 -2
View File
@@ -128,8 +128,14 @@ namespace Game.Entities
ApCoeffMod /= 100.0f;
}
WeaponAttackType attType = (spellProto.IsRangedWeaponSpell() && spellProto.DmgClass != SpellDmgClass.Melee) ? WeaponAttackType.RangedAttack : WeaponAttackType.BaseAttack;
float APbonus = victim.GetTotalAuraModifier(attType == WeaponAttackType.BaseAttack ? AuraType.MeleeAttackPowerAttackerBonus : AuraType.RangedAttackPowerAttackerBonus);
WeaponAttackType attType = WeaponAttackType.BaseAttack;
if ((spellProto.IsRangedWeaponSpell() && spellProto.DmgClass != SpellDmgClass.Melee))
attType = WeaponAttackType.RangedAttack;
if (spellProto.HasAttribute(SpellAttr3.ReqOffhand) && !spellProto.HasAttribute(SpellAttr3.MainHand))
attType = WeaponAttackType.OffAttack;
float APbonus = (float)(victim.GetTotalAuraModifier(attType != WeaponAttackType.RangedAttack ? AuraType.MeleeAttackPowerAttackerBonus : AuraType.RangedAttackPowerAttackerBonus));
APbonus += GetTotalAttackPowerValue(attType);
DoneTotal += (int)(stack * ApCoeffMod * APbonus);
}