Beispiel #1
0
bool Player::UpdateAllStats()
{
    for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
    {
        float value = GetTotalStatValue(Stats(i));
        SetStat(Stats(i), int32(value));
    }

    UpdateArmor();
    // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
    UpdateAttackPowerAndDamage(true);
    UpdateMaxHealth();

    for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
        UpdateMaxPower(Powers(i));

    UpdateAllRatings();
    UpdateAllCritPercentages();
    UpdateAllSpellCritChances();
    UpdateBlockPercentage();
    UpdateParryPercentage();
    UpdateDodgePercentage();
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();
    UpdateExpertise(BASE_ATTACK);
    UpdateExpertise(OFF_ATTACK);
    RecalculateRating(CR_ARMOR_PENETRATION);
    for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        UpdateResistances(i);

    return true;
}
Beispiel #2
0
bool Player::UpdateAllStats()
{
    for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
    {
        float value = GetTotalStatValue(Stats(i));
        SetStat(Stats(i), (int32)value);
    }

    UpdateArmor();
    // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
    UpdateAttackPowerAndDamage(true);
    UpdateMaxHealth();

    for(int i = POWER_MANA; i < MAX_POWERS; ++i)
        UpdateMaxPower(Powers(i));

    UpdateAllRatings();
    UpdateAllCritPercentages();
    UpdateAllSpellCritChances();
    UpdateDefenseBonusesMod();
    UpdateShieldBlockValue();
    UpdateArmorPenetration();
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();
    UpdateExpertise(BASE_ATTACK);
    UpdateExpertise(OFF_ATTACK);
    for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        UpdateResistances(i);

    return true;
}
Beispiel #3
0
bool Player::UpdateAllStats()
{
    for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
    {
        float value = GetTotalStatValue(Stats(i));
        SetStat(Stats(i), (int32)value);
    }

    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);
    UpdateArmor();
    UpdateMaxHealth();

    for (int i = POWER_MANA; i < MAX_POWERS; ++i)
        { UpdateMaxPower(Powers(i)); }

    UpdateAllCritPercentages();
    UpdateAllSpellCritChances();
    UpdateDefenseBonusesMod();
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();
    for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        { UpdateResistances(i); }

    return true;
}
Beispiel #4
0
bool Player::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    SetStat(stat, int32(value));

    if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
    {
        Pet* pet = GetPet();
        if (pet)
            pet->UpdateStats(stat);
    }

    switch (stat)
    {
        case STAT_STRENGTH:
            break;
        case STAT_AGILITY:
            UpdateArmor();
            UpdateAllCritPercentages();
            UpdateDodgePercentage();
            break;
        case STAT_STAMINA:   UpdateMaxHealth(); break;
        case STAT_INTELLECT:
            UpdateMaxPower(POWER_MANA);
            UpdateAllSpellCritChances();
            UpdateArmor();                                  // SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
            break;

        case STAT_SPIRIT:
            break;

        default:
            break;
    }
    // Need update (exist AP from stat auras)
    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);

    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();

    // Update ratings in exist SPELL_AURA_MOD_RATING_FROM_STAT and only depends from stat
    uint32 mask = 0;
    AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
    for (AuraList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
        if (Stats((*i)->GetMiscBValue()) == stat)
            mask |= (*i)->GetMiscValue();
    if (mask)
    {
        for (uint32 rating = 0; rating < MAX_COMBAT_RATING; ++rating)
            if (mask & (1 << rating))
                ApplyRatingMod(CombatRating(rating), 0, true);
    }
    return true;
}
bool Player::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    SetStat(stat, int32(value));

    if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
    {
        Pet* pet = GetPet();
        if (pet)
            pet->UpdateStats(stat);
    }

    switch (stat)
    {
    case STAT_STRENGTH:
        UpdateAttackPowerAndDamage();
        UpdateShieldBlockValue();
        break;
    case STAT_AGILITY:
        UpdateArmor();
        UpdateAttackPowerAndDamage(true);
        if (getClass() == CLASS_ROGUE || getClass() == CLASS_HUNTER || (getClass() == CLASS_DRUID && m_form == FORM_CAT))
            UpdateAttackPowerAndDamage();

        UpdateAllCritPercentages();
        UpdateDodgePercentage();
        break;
    case STAT_STAMINA:
        UpdateMaxHealth();
        break;
    case STAT_INTELLECT:
        UpdateMaxPower(POWER_MANA);
        UpdateAllSpellCritChances();
        UpdateAttackPowerAndDamage(true);               //SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, only intellect currently
        UpdateArmor();                                  //SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
        break;

    case STAT_SPIRIT:
        break;

    default:
        break;
    }
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();

    return true;
}
Beispiel #6
0
bool Player::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    SetStat(stat, int32(value));

    if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
    {
        Pet* pet = GetPet();
        if (pet)
            pet->UpdateStats(stat);
    }

    switch (stat)
    {
    case STAT_STRENGTH:
        UpdateShieldBlockValue();
        break;
    case STAT_AGILITY:
        UpdateArmor();
        UpdateAllCritPercentages();
        UpdateDodgePercentage();
        break;
    case STAT_STAMINA:
        UpdateMaxHealth();
        break;
    case STAT_INTELLECT:
        UpdateMaxPower(POWER_MANA);
        UpdateAllSpellCritChances();
        UpdateArmor();                                  // SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
        break;

    case STAT_SPIRIT:
        break;

    default:
        break;
    }
    // Need update (exist AP from stat auras)
    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);

    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();

    return true;
}
Beispiel #7
0
bool Pet::UpdateAllStats()
{
    for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
        UpdateStats(Stats(i));

    UpdateAllMaxPower();
    UpdateAllResistances();

    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);
    UpdateManaRegen();
    UpdateSpellPower();

    return true;
}
Beispiel #8
0
bool Pet::UpdateAllStats()
{
    for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
        UpdateStats(Stats(i));

    for(int i = POWER_MANA; i < MAX_POWERS; ++i)
        UpdateMaxPower(Powers(i));

    for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        UpdateResistances(i);

    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);
    UpdateManaRegen();
    UpdateSpellPower();

    return true;
}
bool Player::UpdateAllStats()
{
    for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
    {
        float value = GetTotalStatValue(Stats(i));
        SetStat(Stats(i), (int32)value);
    }

    UpdateArmor();
    // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
    UpdateAttackPowerAndDamage(true);
    UpdateMaxHealth();

    for (uint32 i = 0; i <= sChrPowerTypesStore.GetNumRows(); i++)
    {
        ChrPowerTypesEntry const* cEntry = sChrPowerTypesStore.LookupEntry(i);

        if (!cEntry)
            continue;

        if (getClass() != cEntry->classId)
            continue;

        if (cEntry->power == 10)
            continue;

        SetMaxPower(Powers(cEntry->power),  uint32(GetCreatePowers(Powers(cEntry->power))));
    }

    UpdateAllRatings();
    UpdateAllCritPercentages();
    UpdateAllSpellCritChances();
    UpdateDefenseBonusesMod();
    UpdateShieldBlockValue();
    UpdateArmorPenetration();
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();
    UpdateExpertise(BASE_ATTACK);
    UpdateExpertise(OFF_ATTACK);
    for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        UpdateResistances(i);

    return true;
}
Beispiel #10
0
void Player::ApplyManaRegenBonus(int32 amount, bool apply)
{
    _ModifyUInt32(apply, m_baseManaRegen, amount);
    UpdateManaRegen();
}
Beispiel #11
0
void Player::ApplyManaRegenBonus(int32 amount, bool apply)
{
    m_baseManaRegen+= apply ? amount : -amount;
    UpdateManaRegen();
}
Beispiel #12
0
bool Player::UpdateAllStats()
{
    for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
    {
        float value = GetTotalStatValue(Stats(i));
        SetStat(Stats(i), int32(value));
    }

    UpdateArmor();
    // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
    UpdateAttackPowerAndDamage(true);
    UpdateMaxHealth();

    for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
        UpdateMaxPower(Powers(i));

    // Custom MoP script
    // Jab Override Driver
    if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_MONK)
    {
        Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);

        if (mainItem && mainItem->GetTemplate()->Class == ITEM_CLASS_WEAPON && !HasAura(125660))
        {
            RemoveAura(108561); // 2H Staff Override
            RemoveAura(115697); // 2H Polearm Override
            RemoveAura(115689); // D/W Axes
            RemoveAura(115694); // D/W Maces
            RemoveAura(115696); // D/W Swords

            switch (mainItem->GetTemplate()->SubClass)
            {
                case ITEM_SUBCLASS_WEAPON_STAFF:
                    CastSpell(this, 108561, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_POLEARM:
                    CastSpell(this, 115697, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_AXE:
                    CastSpell(this, 115689, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_MACE:
                    CastSpell(this, 115694, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_SWORD:
                    CastSpell(this, 115696, true);
                    break;
                default:
                    break;
            }
        }
        else if (HasAura(125660))
        {
            RemoveAura(108561); // 2H Staff Override
            RemoveAura(115697); // 2H Polearm Override
            RemoveAura(115689); // D/W Axes
            RemoveAura(115694); // D/W Maces
            RemoveAura(115696); // D/W Swords
        }
    }
    // Way of the Monk - 120277
    if (GetTypeId() == TYPEID_PLAYER)
    {
        if (getClass() == CLASS_MONK && HasAura(120277))
        {
            RemoveAurasDueToSpell(120275);
            RemoveAurasDueToSpell(108977);

            uint32 trigger = 0;
            if (IsTwoHandUsed())
            {
                trigger = 120275;
            }
            else
            {
                Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
                Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
                if (mainItem && mainItem->GetTemplate()->Class == ITEM_CLASS_WEAPON && offItem && offItem->GetTemplate()->Class == ITEM_CLASS_WEAPON)
                    trigger = 108977;
            }

            if (trigger)
                CastSpell(this, trigger, true);
        }
    }
    // Assassin's Resolve - 84601
    if (GetTypeId() == TYPEID_PLAYER)
    {
        if (getClass() == CLASS_ROGUE && ToPlayer()->GetSpecializationId(ToPlayer()->GetActiveSpec()) == SPEC_ROGUE_ASSASSINATION)
        {
            Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
            Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);

            if (((mainItem && mainItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER) || (offItem && offItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER)))
            {
                if (HasAura(84601))
                    RemoveAura(84601);

                CastSpell(this, 84601, true);
            }
            else
                RemoveAura(84601);
        }
    }

    UpdateAllRatings();
    UpdateAllCritPercentages();
    UpdateAllSpellCritChances();
    UpdateBlockPercentage();
    UpdateParryPercentage();
    UpdateDodgePercentage();
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();
    UpdateExpertise(BASE_ATTACK);
    UpdateExpertise(OFF_ATTACK);
    UpdateExpertise(RANGED_ATTACK);
    for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        UpdateResistances(i);

    return true;
}
Beispiel #13
0
bool Player::UpdateAllStats()
{
    for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
    {
        float value = GetTotalStatValue(Stats(i));
        SetStat(Stats(i), int32(value));
    }

    UpdateArmor();
    // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
    UpdateAttackPowerAndDamage(true);
    UpdateMaxHealth();

    for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
        UpdateMaxPower(Powers(i));

    // Custom MoP script
    // Jab Override Driver
    if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_MONK)
    {
        Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);

        if (mainItem && mainItem->GetTemplate()->Class == ITEM_CLASS_WEAPON && !HasAura(125660))
        {
            RemoveAura(108561); // 2H Staff Override
            RemoveAura(115697); // 2H Polearm Override
            RemoveAura(115689); // D/W Axes
            RemoveAura(115694); // D/W Maces
            RemoveAura(115696); // D/W Swords

            switch (mainItem->GetTemplate()->SubClass)
            {
                case ITEM_SUBCLASS_WEAPON_STAFF:
                    CastSpell(this, 108561, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_POLEARM:
                    CastSpell(this, 115697, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_AXE:
                    CastSpell(this, 115689, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_MACE:
                    CastSpell(this, 115694, true);
                    break;
                case ITEM_SUBCLASS_WEAPON_SWORD:
                    CastSpell(this, 115696, true);
                    break;
                default:
                    break;
            }
        }
        else if (HasAura(125660))
        {
            RemoveAura(108561); // 2H Staff Override
            RemoveAura(115697); // 2H Polearm Override
            RemoveAura(115689); // D/W Axes
            RemoveAura(115694); // D/W Maces
            RemoveAura(115696); // D/W Swords
        }
    }

    UpdateAllRatings();
    UpdateAllCritPercentages();
    UpdateAllSpellCritChances();
    UpdateBlockPercentage();
    UpdateParryPercentage();
    UpdateDodgePercentage();
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();
    UpdateExpertise(BASE_ATTACK);
    UpdateExpertise(OFF_ATTACK);
    UpdateExpertise(RANGED_ATTACK);
    for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        UpdateResistances(i);

    return true;
}