Core/Spells: Implement spell attribute SPELL_ATTR3_NO_DURABILITY_LOSS

Port From (https://github.com/TrinityCore/TrinityCore/commit/f205a89c86f64bab531a611aa89766aad1c27e83)
This commit is contained in:
hondacrx
2022-05-09 13:03:59 -04:00
parent 700b652779
commit 9c5330fd99
2 changed files with 6 additions and 3 deletions
@@ -1683,7 +1683,7 @@ namespace Framework.Constants
Unk2 = 0x04, // 2
BlockableSpell = 0x08, // 3 Only Dmg Class Melee In 3.1.3
IgnoreResurrectionTimer = 0x10, // 4 You Don'T Have To Wait To Be Resurrected With These Spells
Unk5 = 0x20, // 5
NoDurabilityLoss = 0x20, // 5 No Durability Loss
Unk6 = 0x40, // 6
StackForDiffCasters = 0x80, // 7 Separate Stack For Every Caster
OnlyTargetPlayers = 0x100, // 8 Can Only Target Players
+5 -2
View File
@@ -2585,6 +2585,9 @@ namespace Game.Entities
}
}
if (spellProto != null && spellProto.HasAttribute(SpellAttr3.NoDurabilityLoss))
durabilityLoss = false;
if (killed)
Kill(attacker, victim, durabilityLoss, skipSettingDeathState);
else
@@ -2609,7 +2612,7 @@ namespace Game.Entities
else // victim is a player
{
// random durability for items (HIT TAKEN)
if (WorldConfig.GetFloatValue(WorldCfg.RateDurabilityLossDamage) > RandomHelper.randChance())
if (durabilityLoss && WorldConfig.GetFloatValue(WorldCfg.RateDurabilityLossDamage) > RandomHelper.randChance())
{
byte slot = (byte)RandomHelper.IRand(0, EquipmentSlot.End - 1);
victim.ToPlayer().DurabilityPointLossForEquipSlot(slot);
@@ -2619,7 +2622,7 @@ namespace Game.Entities
if (attacker != null && attacker.IsPlayer())
{
// random durability for items (HIT DONE)
if (RandomHelper.randChance(WorldConfig.GetFloatValue(WorldCfg.RateDurabilityLossDamage)))
if (durabilityLoss && RandomHelper.randChance(WorldConfig.GetFloatValue(WorldCfg.RateDurabilityLossDamage)))
{
byte slot = (byte)RandomHelper.IRand(0, EquipmentSlot.End - 1);
attacker.ToPlayer().DurabilityPointLossForEquipSlot(slot);