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
+1
View File
@@ -54,6 +54,7 @@ namespace Game
SetRegenRate(WorldCfg.RatePowerArcaneCharges, "Rate.ArcaneCharges.Loss");
SetRegenRate(WorldCfg.RatePowerFury, "Rate.Fury.Loss");
SetRegenRate(WorldCfg.RatePowerPain, "Rate.Pain.Loss");
SetRegenRate(WorldCfg.RatePowerEssence, "Rate.Essence.Loss");
Values[WorldCfg.RateSkillDiscovery] = GetDefaultValue("Rate.Skill.Discovery", 1.0f);
Values[WorldCfg.RateDropItemPoor] = GetDefaultValue("Rate.Drop.Item.Poor", 1.0f);