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[7263] Fixed AP calculation in some cases
Fixed use AP dynamic mods (bonuses from stats) Apply ITEM_MOD_ATTACK_POWER for ranged AP Implement feral AP from weapon dps for druids Signed-off-by: DiSlord <dislord@nomail.com>
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edfa757020
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5 changed files with 47 additions and 9 deletions
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@ -6728,6 +6728,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
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break;
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case ITEM_MOD_ATTACK_POWER:
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HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
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HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
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break;
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case ITEM_MOD_RANGED_ATTACK_POWER:
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HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
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@ -6805,6 +6806,18 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
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SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
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}
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if (proto->Class == ITEM_CLASS_WEAPON && proto->Delay)
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{
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// Druids get feral AP bonus from weapon dps
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if(getClass() == CLASS_DRUID && (slot==EQUIPMENT_SLOT_MAINHAND || slot==EQUIPMENT_SLOT_OFFHAND))
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{
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float dps = (proto->Damage[0].DamageMin + proto->Damage[0].DamageMax)/(2*proto->Delay/1000.0f);
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int32 feral_bonus = int32(dps*14.0f) - 767;
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if (feral_bonus > 0)
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ApplyFeralAPBonus(feral_bonus, apply);
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}
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}
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if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
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return;
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@ -12033,6 +12046,7 @@ void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool a
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break;
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case ITEM_MOD_ATTACK_POWER:
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HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
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HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
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sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
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break;
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case ITEM_MOD_RANGED_ATTACK_POWER:
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