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)
This commit is contained in:
hondacrx
2023-06-21 09:19:40 -04:00
parent 378b0ffccd
commit 49a07ebcce
30 changed files with 796 additions and 336 deletions
+1 -1
View File
@@ -278,7 +278,7 @@ namespace Scripts.Spells.Monk
Unit target = GetTarget();
float agility = target.GetStat(Stats.Agility);
float baseAmount = MathFunctions.CalculatePct(agility, effect.GetAmount());
float K = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.ArmorConstant, target.GetLevel(), -2, 0, target.GetClass());
float K = Global.DB2Mgr.EvaluateExpectedStat(ExpectedStatType.ArmorConstant, target.GetLevel(), -2, 0, target.GetClass(), 0);
float newAmount = (baseAmount / (baseAmount + K));
newAmount *= multiplier;