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:
@@ -1172,6 +1172,15 @@ namespace Game.Entities
|
||||
|
||||
public void EnergizeBySpell(Unit victim, SpellInfo spellInfo, int damage, PowerType powerType)
|
||||
{
|
||||
Player player = victim.ToPlayer();
|
||||
if (player != null)
|
||||
{
|
||||
var powerTypeEntry = Global.DB2Mgr.GetPowerTypeEntry(powerType);
|
||||
if (powerTypeEntry != null)
|
||||
if (powerTypeEntry.GetFlags().HasFlag(PowerTypeFlags.UseRegenInterrupt))
|
||||
player.InterruptPowerRegen(powerType);
|
||||
}
|
||||
|
||||
int gain = victim.ModifyPower(powerType, damage, false);
|
||||
int overEnergize = damage - gain;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user