예제 #1
0
void Player::UpdateManaRegen()
{
    float base_regen = GetCreateMana() * 0.01f;

    // Mana regen from spirit and intellect
    float spirit_regen = sqrt(GetStat(STAT_INTELLECT)) * OCTRegenMPPerSpirit();
    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
    spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);

    // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
    float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;

    // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
    AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
    for (AuraList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i)
    {
        Modifier* mod = (*i)->GetModifier();
        power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * mod->m_amount / 500.0f;
    }

    // Set regen rate in cast state apply only on spirit based regen
    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
    if (modManaRegenInterrupt > 100)
        modManaRegenInterrupt = 100;

    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, base_regen + power_regen_mp5 + spirit_regen * modManaRegenInterrupt / 100.0f);
    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, base_regen + 0.001f + power_regen_mp5 + spirit_regen);
}
예제 #2
0
void Player::UpdateManaRegen()
{
    if (getPowerType() == POWER_MANA || getClass() == CLASS_DRUID)
    {
        // Mana regen from spirit
        float spirit_regen = OCTRegenMPPerSpirit();
        // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
        spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);

        // SpiritRegen(SPI, INT, LEVEL) = (0.001 + (SPI x sqrt(INT) x BASE_REGEN[LEVEL])) x 5
        if (GetStat(STAT_INTELLECT) > 0.0f)
            spirit_regen *= sqrt(GetStat(STAT_INTELLECT));

        // CombatRegen = 5% of Base Mana
        float base_regen = GetCreateMana() * 0.01f + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;

        // Set regen rate in cast state apply only on spirit based regen
        int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);

        SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt));
        SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, 0.001f + spirit_regen + base_regen);
    }
    else if (getClass() == CLASS_HUNTER)
        SetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, -0.2f);
}
예제 #3
0
void Player::UpdateManaRegen()
{
    if (GetPowerIndex(POWER_MANA) == MAX_POWERS)
        return;

    // Mana regen from spirit
    float spirit_regen = OCTRegenMPPerSpirit();
    float pctPerSec = 0.004f;
    float netherBonus = 1.0f; 
    float regenRate = 1.0f;
    uint32 baseMana = GetCreateMana();

    // CombatRegen = 2-5% of Base Mana depending on class
    // Warlock and Mage have 5% default regen
    switch (getClass())
    {
        case CLASS_MAGE:
            // According to reports by QA, Nether Attunement should give a 65% regen boost
            if (HasAura(117957))
                netherBonus = 1.13f;

        case CLASS_WARLOCK:
            // Base percent per second is higher for mages and warlocks
            pctPerSec = 0.01f;

            // Additionally add haste to the mana regen for Warlocks and Mages
            if (HasAuraType(SPELL_AURA_MOD_MANA_REGEN_BY_HASTE))
                regenRate = GetFloatValue(UNIT_MOD_HASTE_REGEN);
            break;
        case CLASS_DRUID:
            // Druids should be calculated based off their mana pool after they gain Natural Insight
            if (HasAura(112857))
                baseMana *= 5;
            break;
        case CLASS_PALADIN:
            // Paladins should be calculated based off their mana pool after they gain Holy Insight
            if (HasAura(112859))
                baseMana *= 5;
            break;
        case CLASS_SHAMAN:
            // Shamans should be calculated based off their mana pool after they gain Spiritual Insight (also elemental shamans)
            if (HasAura(112858) || HasAura(123099))
                baseMana *= 5;
            break;
        default:
            break;
    }

    float base_regen = (baseMana * pctPerSec * netherBonus) / regenRate + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f);

    // Set regen rate in cast state apply only on spirit based regen
    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);

    // Questionable
    base_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);

    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + GetPowerIndex(POWER_MANA), base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt));
    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + GetPowerIndex(POWER_MANA), 0.001f + spirit_regen + base_regen);
}
예제 #4
0
void Player::UpdateManaRegen()
{
    float Intellect = GetStat(STAT_INTELLECT);
    // Mana regen from spirit and intellect
    float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();
    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
    power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);

    // Set regen rate in cast state apply only on spirit based regen
    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
    if (modManaRegenInterrupt > 100)
        modManaRegenInterrupt = 100;

    float baseCombatRegen = GetCreateMana() * 0.01f + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;

    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, baseCombatRegen + power_regen * modManaRegenInterrupt / 100.0f);
    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER,  baseCombatRegen + power_regen);
}
예제 #5
0
void Player::UpdateManaRegen()
{
    uint32 manaIndex = GetPowerIndex(POWER_MANA);
    if (manaIndex == MAX_POWERS)
        return;

    // Mana regen from spirit
    float spirit_regen = 0.0f;
    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
    spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);

    // CombatRegen = 5% of Base Mana
    float base_regen = GetCreateMana() * 0.02f + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;

    // Set regen rate in cast state apply only on spirit based regen
    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);

    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + manaIndex, base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt));
    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + manaIndex, 0.001f + spirit_regen + base_regen);
}