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
@@ -178,6 +178,21 @@ namespace Game.Networking.Packets
public List<PowerUpdatePower> Powers;
}
class InterruptPowerRegen : ServerPacket
{
public int PowerType;
public InterruptPowerRegen(PowerType powerType) : base(ServerOpcodes.InterruptPowerRegen, ConnectionType.Instance)
{
PowerType = (int)powerType;
}
public override void Write()
{
_worldPacket.WriteInt32(PowerType);
}
}
public class SetSheathed : ClientPacket
{
public SetSheathed(WorldPacket packet) : base(packet) { }