本文整理汇总了C++中GetAurasByType函数的典型用法代码示例。如果您正苦于以下问题:C++ GetAurasByType函数的具体用法?C++ GetAurasByType怎么用?C++ GetAurasByType使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetAurasByType函数的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: GetTotalStatValue
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;
}
开发者ID:Chuck5ta,项目名称:server-4,代码行数:60,代码来源:StatSystem.cpp
示例2: getLevel
float Creature::GetAttackDistance(Unit *pl) const
{
int32 playerlevel = pl->getLevel();
int32 creaturelevel = getLevel();
int32 leveldif = playerlevel - creaturelevel;
// "The maximum Aggro Radius has a cap of 25 levels under. Example: A level 30 char has the same Aggro Radius of a level 5 char on a level 60 mob."
if ( leveldif < - 25)
leveldif = -25;
// "The aggro radius of a mob having the same level as the player is roughly 20 yards"
float RetDistance = 20;
// "Aggro Radius varries with level difference at a rate of roughly 1 yard/level"
// radius grow if playlevel < creaturelevel
RetDistance -= (float)leveldif;
if(getLevel() <= 55)
{
// decrease aggro range auras
AuraList const& modDectectRangeList = GetAurasByType(SPELL_AURA_MOD_DETECT_RANGE);
for(AuraList::const_iterator itr = modDectectRangeList.begin(); itr != modDectectRangeList.end(); ++itr)
RetDistance += (*itr)->GetModifier()->m_amount;
}
// "Minimum Aggro Radius for a mob seems to be combat range (5 yards)"
if(RetDistance < 5 && sWorld.getRate(RATE_CREATURE_AGGRO) != 0)
RetDistance = 5;
return (RetDistance*sWorld.getRate(RATE_CREATURE_AGGRO));
}
开发者ID:chrayn,项目名称:mangos-06,代码行数:32,代码来源:Creature.cpp
示例3: GetModifierValue
void Player::UpdateArmor()
{
float value = 0.0f;
UnitMods unitMod = UNIT_MOD_ARMOR;
value = GetModifierValue(unitMod, BASE_VALUE); // base armor (from items)
value *= GetModifierValue(unitMod, BASE_PCT); // armor percent from items
value += GetStat(STAT_AGILITY) * 2.0f; // armor bonus from stats
value += GetModifierValue(unitMod, TOTAL_VALUE);
// add dynamic flat mods
AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
for (AuraList::const_iterator i = mResbyIntellect.begin(); i != mResbyIntellect.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
value += int32(GetStat(Stats((*i)->GetMiscBValue())) * mod->m_amount / 100.0f);
}
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetArmor(int32(value));
Pet* pet = GetPet();
if (pet)
pet->UpdateArmor();
UpdateAttackPowerAndDamage(); // armor dependent auras update for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
}
开发者ID:SkyFire,项目名称:server-1,代码行数:29,代码来源:StatSystem.cpp
示例4: int32
void Player::UpdateExpertise(WeaponAttackType attack)
{
if (attack == RANGED_ATTACK)
return;
int32 expertise = int32(GetRatingBonusValue(CR_EXPERTISE));
Item* weapon = GetWeaponForAttack(attack);
AuraList const& expAuras = GetAurasByType(SPELL_AURA_MOD_EXPERTISE);
for (AuraList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
{
// item neutral spell
if((*itr)->GetSpellProto()->GetEquippedItemClass() == -1)
expertise += (*itr)->GetModifier()->m_amount;
// item dependent spell
else if (weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
expertise += (*itr)->GetModifier()->m_amount;
}
if (expertise < 0)
expertise = 0;
switch (attack)
{
case BASE_ATTACK: SetUInt32Value(PLAYER_EXPERTISE, expertise); break;
case OFF_ATTACK: SetUInt32Value(PLAYER_OFFHAND_EXPERTISE, expertise); break;
default: break;
}
}
开发者ID:SkyFire,项目名称:server-1,代码行数:30,代码来源:StatSystem.cpp
示例5: GetAurasByType
void Player::UpdateArmorPenetration(int32 amount)
{
AuraList const& expAuras = GetAurasByType(SPELL_AURA_MOD_ARMOR_PENETRATION_PCT);
for(AuraList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
{
// item neutral spell
if((*itr)->GetSpellProto()->EquippedItemClass == -1)
{
amount *= ((*itr)->GetAmount() + 100.0f) / 100.0f;
continue;
}
// item dependent spell - check curent weapons
for(int i = 0; i < MAX_ATTACK; ++i)
{
Item *weapon = GetWeaponForAttack(WeaponAttackType(i));
if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
{
amount *= ((*itr)->GetAmount() + 100.0f) / 100.0f;
break;
}
}
}
// Store Rating Value
SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_ARMOR_PENETRATION, amount);
}
开发者ID:Trizzor,项目名称:uecore,代码行数:28,代码来源:StatSystem.cpp
示例6: GetStat
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);
}
开发者ID:Trizzor,项目名称:uecore,代码行数:27,代码来源:StatSystem.cpp
示例7: GetModifierValue
void Player::UpdateArmor()
{
float value = 0.0f;
UnitMods unitMod = UNIT_MOD_ARMOR;
value = GetModifierValue(unitMod, BASE_VALUE); // base armor (from items)
value *= GetModifierValue(unitMod, BASE_PCT); // armor percent from items
value += GetStat(STAT_AGILITY) * 2.0f; // armor bonus from stats
value += GetModifierValue(unitMod, TOTAL_VALUE);
//add dynamic flat mods
AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
for (AuraList::const_iterator i = mResbyIntellect.begin();i != mResbyIntellect.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
value += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifierValue() / 100.0f);
}
value *= GetModifierValue(unitMod, TOTAL_PCT);
if (HasAura(5229,0))
value -= HasAura(9634,0) ? 0.16*value : 0.27*value;
SetArmor(int32(value));
Pet *pet = GetPet();
if (pet)
pet->UpdateArmor();
}
开发者ID:Looking4Group,项目名称:L4G_Core,代码行数:30,代码来源:StatSystem.cpp
示例8: GetStat
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;
}
开发者ID:mynew,项目名称:TrinityCore-1,代码行数:38,代码来源:StatSystem.cpp
示例9: GetStat
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);
}
开发者ID:Blumfield,项目名称:TBCPvP,代码行数:45,代码来源:StatSystem.cpp
示例10: GetModifierValue
void Player::UpdateArmor()
{
float value;
UnitMods unitMod = UNIT_MOD_ARMOR;
value = GetModifierValue(unitMod, BASE_VALUE); // base armor (from items)
value *= GetModifierValue(unitMod, BASE_PCT); // armor percent from items
value += GetStat(STAT_AGILITY) * 2.0f; // armor bonus from stats
value += GetModifierValue(unitMod, TOTAL_VALUE);
// add dynamic flat mods
AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
for (AuraList::const_iterator i = mResbyIntellect.begin(); i != mResbyIntellect.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
{ value += int32(GetStat(STAT_INTELLECT) * mod->m_amount / 100.0f); }
}
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetArmor(int32(value));
}
开发者ID:Chuck5ta,项目名称:server,代码行数:23,代码来源:StatSystem.cpp
示例11: MANGOS_ASSERT
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
ChrClassesEntry const * chrEntry = sChrClassesStore.LookupEntry(getClass());
MANGOS_ASSERT(chrEntry);
float val2 = 0.0f;
float level = float(getLevel());
UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
uint16 index = UNIT_FIELD_ATTACK_POWER;
uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MOD_POS;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if (ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
float rapPerAgi = std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->rapPerAgi;
switch (getClass())
{
case CLASS_HUNTER: val2 = level * 2.0f + rapPerAgi; break;
case CLASS_ROGUE: val2 = level + rapPerAgi; break;
case CLASS_WARRIOR: val2 = level + rapPerAgi; break;
default: break;
}
}
else
{
float apPerAgi = std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->apPerAgi;
float apPerStr = std::max(GetStat(STAT_STRENGTH) - 10.0f, 0.0f) * chrEntry->apPerStr;
float levelmod;
switch (getClass())
{
case CLASS_WARRIOR:
case CLASS_PALADIN:
case CLASS_DEATH_KNIGHT:
case CLASS_DRUID:
levelmod = 3.0f;
break;
default:
levelmod = 2.0f;
break;
}
val2 = level * levelmod + apPerAgi + apPerStr;
// extracted from client
if (getClass() == CLASS_DRUID && GetShapeshiftForm())
{
if (SpellShapeshiftFormEntry const * entry = sSpellShapeshiftFormStore.LookupEntry(uint32(GetShapeshiftForm())))
if (entry->flags1 & 0x20)
val2 += std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->apPerStr;
}
}
SetModifierValue(unitMod, BASE_VALUE, val2);
float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
// add dynamic flat mods
if (!ranged)
{
AuraList const& mAPbyArmor = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
for (AuraList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
// always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
attPowerMod += int32(GetArmor() / (*iter)->GetModifier()->m_amount);
}
float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
SetInt32Value(index, (uint32)base_attPower); // UNIT_FIELD_(RANGED)_ATTACK_POWER field
SetInt32Value(index_mod, (uint32)attPowerMod); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
SetFloatValue(index_mult, attPowerMultiplier); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
// automatically update weapon damage after attack power modification
if (ranged)
{
UpdateDamagePhysical(RANGED_ATTACK);
Pet* pet = GetPet(); // update pet's AP
if (pet)
pet->UpdateAttackPowerAndDamage();
}
else
{
UpdateDamagePhysical(BASE_ATTACK);
if (CanDualWield() && haveOffhandWeapon()) // allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
UpdateDamagePhysical(OFF_ATTACK);
}
}
开发者ID:Calixa,项目名称:mangos-cata,代码行数:95,代码来源:StatSystem.cpp
示例12: float
void Player::UpdateAttackPowerAndDamage(bool ranged )
{
float val2 = 0.0f;
float level = float(getLevel());
UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
uint16 index = UNIT_FIELD_ATTACK_POWER;
uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if(ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
switch(getClass())
{
case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_ROGUE: val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_WARRIOR:val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_DRUID:
switch(GetShapeshiftForm())
{
case FORM_CAT:
case FORM_BEAR:
case FORM_DIREBEAR:
val2 = 0.0f; break;
default:
val2 = GetStat(STAT_AGILITY) - 10.0f; break;
}
break;
default: val2 = GetStat(STAT_AGILITY) - 10.0f; break;
}
}
else
{
switch(getClass())
{
case CLASS_WARRIOR: val2 = level*3.0f + GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
case CLASS_PALADIN: val2 = level*3.0f + GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
case CLASS_DEATH_KNIGHT: val2 = level*3.0f + GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
case CLASS_ROGUE: val2 = level*2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
case CLASS_HUNTER: val2 = level*2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
case CLASS_SHAMAN: val2 = level*2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
case CLASS_DRUID:
{
ShapeshiftForm form = GetShapeshiftForm();
//Check if Predatory Strikes is skilled
float mLevelBonus = 0.0f;
float mBonusWeaponAtt = 0.0f;
switch(form)
{
case FORM_CAT:
case FORM_BEAR:
case FORM_DIREBEAR:
case FORM_MOONKIN:
{
Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
for(Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
{
if((*itr)->GetSpellProto()->SpellIconID != 1563)
continue;
// Predatory Strikes (effect 0)
if ((*itr)->GetEffIndex() == EFFECT_INDEX_0 && IsInFeralForm())
mLevelBonus = getLevel() * (*itr)->GetModifier()->m_amount / 100.0f;
// Predatory Strikes (effect 1)
else if ((*itr)->GetEffIndex() == EFFECT_INDEX_1)
mBonusWeaponAtt = (*itr)->GetModifier()->m_amount * m_baseFeralAP / 100.0f;
if (mLevelBonus != 0.0f && mBonusWeaponAtt != 0.0f)
break;
}
break;
}
default: break;
}
switch(form)
{
case FORM_CAT:
val2 = GetStat(STAT_STRENGTH)*2.0f + GetStat(STAT_AGILITY) - 20.0f + mLevelBonus + m_baseFeralAP + mBonusWeaponAtt; break;
case FORM_BEAR:
case FORM_DIREBEAR:
val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f + mLevelBonus + m_baseFeralAP + mBonusWeaponAtt; break;
case FORM_MOONKIN:
val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f + m_baseFeralAP + mBonusWeaponAtt; break;
default:
val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
}
break;
}
case CLASS_MAGE: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
case CLASS_PRIEST: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
case CLASS_WARLOCK: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
}
}
//.........这里部分代码省略.........
开发者ID:MichaelFurth,项目名称:RCore,代码行数:101,代码来源:StatSystem.cpp
示例13: float
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
float val2 = 0.0f;
float level = float(getLevel());
UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
uint16 index = UNIT_FIELD_ATTACK_POWER;
uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if (ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
switch (getClass())
{
case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_AGILITY) * 2.0f - 10.0f; break;
case CLASS_ROGUE: val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_WARRIOR: val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_DRUID:
switch (GetShapeshiftForm())
{
case FORM_CAT:
case FORM_BEAR:
case FORM_DIREBEAR:
val2 = 0.0f; break;
default:
val2 = GetStat(STAT_AGILITY) - 10.0f; break;
}
break;
default: val2 = GetStat(STAT_AGILITY) - 10.0f; break;
}
}
else
{
switch (getClass())
{
case CLASS_WARRIOR: val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
case CLASS_PALADIN: val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
case CLASS_ROGUE: val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
case CLASS_SHAMAN: val2 = level * 2.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
case CLASS_DRUID:
{
ShapeshiftForm form = GetShapeshiftForm();
// Check if Predatory Strikes is skilled
float mLevelMult = 0.0;
switch (form)
{
case FORM_CAT:
case FORM_BEAR:
case FORM_DIREBEAR:
case FORM_MOONKIN:
{
Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
for (Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
{
// Predatory Strikes
if ((*itr)->GetSpellProto()->SpellIconID == 1563)
{
mLevelMult = (*itr)->GetModifier()->m_amount / 100.0f;
break;
}
}
break;
}
default: break;
}
switch (form)
{
case FORM_CAT:
val2 = getLevel() * mLevelMult + GetStat(STAT_STRENGTH) * 2.0f + GetStat(STAT_AGILITY) - 20.0f; break;
case FORM_BEAR:
case FORM_DIREBEAR:
val2 = getLevel() * mLevelMult + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
case FORM_MOONKIN:
val2 = getLevel() * (mLevelMult + 1.5f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
default:
val2 = GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
}
break;
}
case CLASS_MAGE: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
case CLASS_PRIEST: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
case CLASS_WARLOCK: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
}
}
SetModifierValue(unitMod, BASE_VALUE, val2);
float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
SetInt32Value(index, (uint32)base_attPower); // UNIT_FIELD_(RANGED)_ATTACK_POWER field
//.........这里部分代码省略.........
开发者ID:Chuck5ta,项目名称:server,代码行数:101,代码来源:StatSystem.cpp
示例14: int32
void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
if(attType > BASE_ATTACK)
return;
float bonusDamage = 0.0f;
if(m_owner->GetTypeId() == TYPEID_PLAYER)
{
//force of nature
if(GetEntry() == ENTRY_TREANT)
{
int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
if(spellDmg > 0)
bonusDamage = spellDmg * 0.09f;
}
//greater fire elemental
else if(GetEntry() == ENTRY_FIRE_ELEMENTAL)
{
int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
if(spellDmg > 0)
bonusDamage = spellDmg * 0.4f;
}
}
UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;
float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;
float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed + bonusDamage;
float base_pct = GetModifierValue(unitMod, BASE_PCT);
float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
float total_pct = GetModifierValue(unitMod, TOTAL_PCT);
float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);
float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
// Pet's base damage changes depending on happiness
if (isHunterPet() && attType == BASE_ATTACK)
{
switch(((Pet*)this)->GetHappinessState())
{
case HAPPY:
// 125% of normal damage
mindamage = mindamage * 1.25;
maxdamage = maxdamage * 1.25;
break;
case CONTENT:
// 100% of normal damage, nothing to modify
break;
case UNHAPPY:
// 75% of normal damage
mindamage = mindamage * 0.75;
maxdamage = maxdamage * 0.75;
break;
}
}
Unit::AuraEffectList const& mDummy = GetAurasByType(SPELL_AURA_MOD_ATTACKSPEED);
for(Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
{
switch ((*itr)->GetSpellProto()->Id)
{
case 61682:
case 61683:
mindamage = mindamage * (100.0f-float((*itr)->GetAmount()))/100.0f;
maxdamage = maxdamage * (100.0f-float((*itr)->GetAmount()))/100.0f;
break;
default:
break;
}
}
SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
开发者ID:artas,项目名称:quademu,代码行数:78,代码来源:StatSystem.cpp
注:本文中的GetAurasByType函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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