Core/Auras: Implemented aura to increase armor by percentage of primary stat
Port From (https://github.com/TrinityCore/TrinityCore/commit/b574be08ae552dcc4bba09e15422d74866a0e7d2)
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@@ -289,7 +289,7 @@ namespace Framework.Constants
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Unk265 = 265,
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SetVignette = 266, //NYI
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ModImmuneAuraApplySchool = 267,
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Unk268 = 268, // Old ModAttackPowerOfStatPercent. Unused 4.3.4
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ModArmorPctFromStat = 268,
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ModIgnoreTargetResist = 269,
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ModSchoolMaskDamageFromCaster = 270,
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ModSpellDamageFromCaster = 271,
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@@ -505,7 +505,7 @@ namespace Framework.Constants
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ConvertConsumedRune = 481,
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Unk482 = 482,
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SuppressTransforms = 483, // NYI
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Unk484 = 484,
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AllowInterruptSpell = 484, // NYI
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ModMovementForceMagnitude = 485,
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Unk486 = 486,
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Unk487 = 487,
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@@ -1036,7 +1036,6 @@ namespace Game.Entities
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switch (stat)
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{
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case Stats.Agility:
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UpdateArmor();
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UpdateAllCritPercentages();
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UpdateDodgePercentage();
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break;
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@@ -1045,7 +1044,6 @@ namespace Game.Entities
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break;
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case Stats.Intellect:
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UpdateSpellCritChance();
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UpdateArmor(); //SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
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break;
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default:
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break;
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@@ -1059,6 +1057,7 @@ namespace Game.Entities
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UpdateAttackPowerAndDamage(true);
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}
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UpdateArmor();
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UpdateSpellDamageAndHealingBonus();
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UpdateManaRegen();
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@@ -1302,6 +1301,18 @@ namespace Game.Entities
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float value = GetFlatModifierValue(unitMod, UnitModifierFlatType.Base); // base armor (from items)
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float baseValue = value;
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GetTotalAuraModifier(AuraType.ModArmorPctFromStat, aurEff =>
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{
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int miscValue = aurEff.GetMiscValue();
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Stats stat = (miscValue != -2) ? (Stats)miscValue : GetPrimaryStat();
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int armorAmount = (int)MathFunctions.CalculatePct(GetStat(stat), aurEff.GetAmount());
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baseValue += armorAmount;
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return true;
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});
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value *= GetPctModifierValue(unitMod, UnitModifierPctType.Base); // armor percent from items
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value += GetFlatModifierValue(unitMod, UnitModifierFlatType.Total);
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value *= GetPctModifierValue(unitMod, UnitModifierPctType.Total);
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@@ -3079,6 +3079,21 @@ namespace Game.Spells
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target.ToPlayer().UpdateExpertise(WeaponAttackType.OffAttack);
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}
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// Increase armor by <AuraEffect.BasePoints> % of your <primary stat>
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[AuraEffectHandler(AuraType.ModArmorPctFromStat)]
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void HandleModArmorPctFromStat(AuraApplication aurApp, AuraEffectHandleModes mode, bool apply)
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{
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if (!mode.HasAnyFlag(AuraEffectHandleModes.ChangeAmountMask | AuraEffectHandleModes.Stat))
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return;
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// only players have primary stats
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Player player = aurApp.GetTarget().ToPlayer();
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if (!player)
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return;
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player.UpdateArmor();
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}
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[AuraEffectHandler(AuraType.ModStatBonusPct)]
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void HandleModStatBonusPercent(AuraApplication aurApp, AuraEffectHandleModes mode, bool apply)
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{
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