Core/Players: Added Player::GetPrimaryStat retrieving intended primary stat for current specialization
Port From (https://github.com/TrinityCore/TrinityCore/commit/d889b4b0e8fc082505f6bf70a551ad4b38f3f34c)
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@@ -1851,6 +1851,26 @@ namespace Game.Entities
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ModSpellHitChance = 15.0f + GetTotalAuraModifier(AuraType.ModSpellHitChance);
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ModSpellHitChance = 15.0f + GetTotalAuraModifier(AuraType.ModSpellHitChance);
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ModSpellHitChance += GetRatingBonusValue(CombatRating.HitSpell);
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ModSpellHitChance += GetRatingBonusValue(CombatRating.HitSpell);
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}
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}
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Stats GetPrimaryStat()
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{
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byte primaryStatPriority;
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var specialization = CliDB.ChrSpecializationStorage.LookupByKey(GetPrimarySpecialization());
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if (specialization != null)
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primaryStatPriority = (byte)specialization.PrimaryStatPriority;
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else
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primaryStatPriority = CliDB.ChrClassesStorage.LookupByKey(GetClass()).PrimaryStatPriority;
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if (primaryStatPriority >= 4)
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return Stats.Strength;
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if (primaryStatPriority >= 2)
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return Stats.Agility;
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return Stats.Intellect;
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}
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public override void UpdateMaxHealth()
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public override void UpdateMaxHealth()
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{
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{
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UnitMods unitMod = UnitMods.Health;
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UnitMods unitMod = UnitMods.Health;
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