Core/Units: Power handling improvements

* Don't include creature_template power multipliers in CreateMana updatefield
* Allow NPCs to have power types other than mana
* Add missing Essence config regeneration rate
* Fixed demon hunter powers not decaying immediately after combat
* Fixed some powers decaying immediately out of combat after energizing (for example holy power)
* Replace hardcoded list of powers to set to full on levelup with a db2 flag check
* Updated Creature::GetPowerIndex for 10.1 new power types
Port From (https://github.com/TrinityCore/TrinityCore/commit/1325e0c4b279d590acbcbb05d6abdf5fdb66a882)
This commit is contained in:
hondacrx
2023-05-23 05:44:42 -04:00
parent 06f99fda8b
commit d55f4f836f
13 changed files with 191 additions and 62 deletions
@@ -271,16 +271,6 @@ namespace Game.Entities
public uint BaseMana;
public uint AttackPower;
public uint RangedAttackPower;
// Helpers
public uint GenerateMana(CreatureTemplate info)
{
// Mana can be 0.
if (BaseMana == 0)
return 0;
return (uint)Math.Ceiling(BaseMana * info.ModMana * info.ModManaExtra);
}
}
public class CreatureLocale