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); // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura float power_regen_mp5 = (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) + m_baseManaRegen) / 5.0f; // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT); for (AuraEffectList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i) { power_regen_mp5 += GetStat(Stats((*i)->GetMiscValue())) * (*i)->GetAmount() / 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, power_regen_mp5 + CalculatePct(power_regen, modManaRegenInterrupt)); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen_mp5 + power_regen); }
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); }
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); // 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 (auto i : regenAura) { 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(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f); SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN, power_regen_mp5 + power_regen); }
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); // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura float power_regen_mp5 = (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) + m_baseManaRegen) / 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, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen_mp5 + power_regen); if (IsInWorld()) CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_POWERREGEN, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS); }
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); }
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); }
void Pet::UpdateManaRegen() { float power_regen = sqrt(GetStat(STAT_INTELLECT)) * OCTRegenMPPerSpirit(); power_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; // 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, power_regen_mp5 + power_regen * modManaRegenInterrupt * 0.01f); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen_mp5 + power_regen); }
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; SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, power_regen * modManaRegenInterrupt / 100.0f); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen); }
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); // 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)) * (*i)->GetModifierValue() / 500.0f; } // Bonus from some dummy auras AuraMap const& mAuras = GetAuras(); for (AuraMap::const_iterator itr = mAuras.begin(); itr != mAuras.end(); ++itr) { // Aspect of the Viper if (itr->second->GetId() == 34074) { power_regen_mp5 += itr->second->GetModifier()->m_amount * Intellect / 500.0f; // Add regen bonus from level in this dummy power_regen_mp5 += getLevel() * 35 / 100; } // Improved Water Shield (Totem of the Thunderhead) if (itr->second->GetId() == 34318) { power_regen_mp5 += 0.4;//itr->second->GetSpellProto()->EffectMiscValue[1]; } } // 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(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f); SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN, power_regen_mp5 + power_regen); }
void Player::UpdateManaRegen() { // Mana regen from spirit float power_regen = 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); // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura float power_regen_mp5 = 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); if (modManaRegenInterrupt > 100) { modManaRegenInterrupt = 100; } m_modManaRegenInterrupt = power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f; m_modManaRegen = power_regen_mp5 + power_regen; }
void Player::UpdateManaRegen() { float Intellect = GetStat(STAT_INTELLECT); // Mana regen from spirit float power_regen = 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); // 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)) * (*i)->GetModifierValue() / 500.0f; } // Bonus from some dummy auras AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_PERIODIC_DUMMY); for(AuraList::const_iterator i = mDummyAuras.begin();i != mDummyAuras.end(); ++i) if((*i)->GetId() == 34074) // Aspect of the Viper { power_regen_mp5 += (*i)->GetModifier()->m_amount * Intellect / 500.0f; // Add regen bonus from level in this dummy power_regen_mp5 += getLevel() * 35 / 100; } // 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; m_modManaRegen[1] = power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f ; // recent cast m_modManaRegen[0] = power_regen_mp5 + power_regen; }
void Player::UpdateManaRegen() { // Mana regen from spirit float spirit_regen = OCTRegenMPPerSpirit(); spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA); float HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f; float combat_regen = 0.004f * GetMaxPower(POWER_MANA) + spirit_regen + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f); float base_regen = 0.004f * GetMaxPower(POWER_MANA) + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f); if (getClass() == CLASS_WARLOCK) { combat_regen = 0.01f * GetMaxPower(POWER_MANA) + spirit_regen + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA); base_regen = 0.01f * GetMaxPower(POWER_MANA) + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA); } // Mana Meditation && Meditation if (HasAuraType(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT)) base_regen += 0.5 * spirit_regen; // Allows 50% of your mana regeneration from Spirit to continue while in combat. // Rune of Power : Increase Mana regeneration by 100% if (HasAura(116014)) { combat_regen *= 2; base_regen *= 2; } // Incanter's Ward : Increase Mana regen by 65% if (HasAura(118858)) { combat_regen *= 1.65f; base_regen *= 1.65f; } // Chaotic Energy : Increase Mana regen by 625% if (HasAura(111546)) { // haste also increase your mana regeneration HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f; combat_regen = combat_regen + (combat_regen * 6.25f); combat_regen *= HastePct; base_regen = base_regen + (base_regen * 6.25f); base_regen *= HastePct; } // Nether Attunement - 117957 : Haste also increase your mana regeneration if (HasAura(117957)) { HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f; combat_regen *= HastePct; base_regen *= HastePct; } // Mana Attunement : Increase Mana regen by 50% if (HasAura(121039)) { combat_regen = combat_regen + (combat_regen * 0.5f); combat_regen *= HastePct; base_regen = base_regen + (base_regen * 0.5f); base_regen *= HastePct; } // Invocation : Decrease your mana regen by 50% if (HasAura(114003)) { combat_regen *= 0.5f; base_regen *= 0.5f; } // Not In Combat : 2% of base mana + spirit_regen SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, base_regen); // In Combat : 2% of base mana SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, combat_regen); }