Core/Items: Item bonus generation improvements
* Pass ItemContext to item creation wherever possible * Support scaling item levels with m+ keystone levels (not used currently) * Fixed item link validation when client sends it as default uninitialized bonus list with context only * Support scaling items depending on current active season (seasons not implemented) * Implemented content tuning redirection Port From (https://github.com/TrinityCore/TrinityCore/commit/0fb8765a6638fd947b59fce44d5c31251d0cdadd)
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@@ -278,7 +278,7 @@ namespace Scripts.Spells.Monk
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Unit target = GetTarget();
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float agility = target.GetStat(Stats.Agility);
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float baseAmount = MathFunctions.CalculatePct(agility, effect.GetAmount());
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float K = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.ArmorConstant, target.GetLevel(), -2, 0, target.GetClass());
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float K = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.ArmorConstant, target.GetLevel(), -2, 0, target.GetClass(), 0);
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float newAmount = (baseAmount / (baseAmount + K));
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newAmount *= multiplier;
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