Example #1
0
void Player::ApplySpellPowerBonus(int32 amount, bool apply)
{
    apply = _ModifyUInt32(apply, m_baseSpellPower, amount);

    // For speed just update for client
    ApplyModUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, amount, apply);
    for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
        ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, amount, apply);
}
Example #2
0
void Player::ApplySpellPowerBonus(int32 amount, bool apply)
{
    if (HasAuraType(SPELL_AURA_OVERRIDE_SPELL_POWER_BY_AP_PCT))
        return;

    apply = _ModifyUInt32(apply, m_baseSpellPower, amount);

    // For speed just update for client
    ApplyModUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, amount, apply);
    for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
        ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, amount, apply);

    if (HasAuraType(SPELL_AURA_OVERRIDE_ATTACK_POWER_BY_SP_PCT))
    {
        UpdateAttackPowerAndDamage();
        UpdateAttackPowerAndDamage(true);
    }
}
Example #3
0
void Player::ApplyHealthRegenBonus(int32 amount, bool apply)
{
    _ModifyUInt32(apply, m_baseHealthRegen, amount);
}
Example #4
0
void Player::ApplyManaRegenBonus(int32 amount, bool apply)
{
    _ModifyUInt32(apply, m_baseManaRegen, amount);
    UpdateManaRegen();
}
Example #5
0
void Player::ApplyFeralAPBonus(int32 amount, bool apply)
{
    _ModifyUInt32(apply, m_baseFeralAP, amount);
    UpdateAttackPowerAndDamage();
}