Core/Units: Corrected values of UnitData::Resistances (should be total value)
Port From (https://github.com/TrinityCore/TrinityCore/commit/88f4d30445937b9de42f5cb25acad75fc89bdccb)
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@@ -2210,7 +2210,7 @@ namespace Game.Entities
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stmt.AddValue(index++, GetStat((Stats)i));
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for (int i = 0; i < (int)SpellSchools.Max; ++i)
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stmt.AddValue(index++, GetResistance((SpellSchools)i) + GetBonusResistanceMod((SpellSchools)i));
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stmt.AddValue(index++, GetResistance((SpellSchools)i)));
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stmt.AddValue(index++, (float)m_activePlayerData.BlockPercentage);
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stmt.AddValue(index++, (float)m_activePlayerData.DodgePercentage);
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@@ -3828,7 +3828,7 @@ namespace Game.Entities
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uint armor = proto.GetArmor(itemLevel);
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if (armor != 0)
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{
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HandleStatFlatModifier(UnitMods.Armor, UnitModifierFlatType.Base, (float)armor, apply);
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HandleStatFlatModifier(UnitMods.Armor, UnitModifierFlatType.Total, (float)armor, apply);
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if (proto.GetClass() == ItemClass.Armor && (ItemSubClassArmor)proto.GetSubClass() == ItemSubClassArmor.Shield)
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SetUpdateFieldValue(m_values.ModifyValue(m_activePlayerData).ModifyValue(m_activePlayerData.ShieldBlock), apply ? (uint)(armor * 2.5f) : 0);
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}
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@@ -6691,7 +6691,7 @@ namespace Game.Entities
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});
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// If main hand is a 2h weapon, count it twice
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if (!bestItemLevels.TryGetValue(EquipmentSlot.MainHand, out Tuple<InventoryType, uint> mainHand) && mainHand.Item1 == InventoryType.Weapon2Hand)
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if (bestItemLevels.TryGetValue(EquipmentSlot.MainHand, out Tuple<InventoryType, uint> mainHand) && mainHand.Item1 == InventoryType.Weapon2Hand)
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sum += mainHand.Item2;
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sum /= 16.0f;
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