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Use spell_bonus_data table for store custom damage/healing bonus coefficients
Big thanks ApoC for help create table. Fixed bonuses for stacked periodic Warning need test all coefficients for correct bonus amount. TODO: use this table for absorb bonus calculation use this table for melee spells AP bonuses use chain multipler in final damage/heal amount Signed-off-by: DiSlord <dislord@nomail.com>
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13 changed files with 711 additions and 402 deletions
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@ -1293,8 +1293,8 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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int32 SpellBaseHealingBonus(SpellSchoolMask schoolMask);
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int32 SpellBaseDamageBonusForVictim(SpellSchoolMask schoolMask, Unit *pVictim);
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int32 SpellBaseHealingBonusForVictim(SpellSchoolMask schoolMask, Unit *pVictim);
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uint32 SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 damage, DamageEffectType damagetype);
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uint32 SpellHealingBonus(SpellEntry const *spellProto, uint32 healamount, DamageEffectType damagetype, Unit *pVictim);
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uint32 SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 damage, DamageEffectType damagetype, uint32 stack = 1);
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uint32 SpellHealingBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack = 1);
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bool isSpellBlocked(Unit *pVictim, SpellEntry const *spellProto, WeaponAttackType attackType = BASE_ATTACK);
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bool isSpellCrit(Unit *pVictim, SpellEntry const *spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK);
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uint32 SpellCriticalDamageBonus(SpellEntry const *spellProto, uint32 damage, Unit *pVictim);
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