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>
This commit is contained in:
DiSlord 2009-01-28 02:23:16 +03:00
parent 6d9a099a19
commit 4ecfbcc2f5
13 changed files with 711 additions and 402 deletions

View file

@ -1293,8 +1293,8 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
int32 SpellBaseHealingBonus(SpellSchoolMask schoolMask);
int32 SpellBaseDamageBonusForVictim(SpellSchoolMask schoolMask, Unit *pVictim);
int32 SpellBaseHealingBonusForVictim(SpellSchoolMask schoolMask, Unit *pVictim);
uint32 SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 damage, DamageEffectType damagetype);
uint32 SpellHealingBonus(SpellEntry const *spellProto, uint32 healamount, DamageEffectType damagetype, Unit *pVictim);
uint32 SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 damage, DamageEffectType damagetype, uint32 stack = 1);
uint32 SpellHealingBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack = 1);
bool isSpellBlocked(Unit *pVictim, SpellEntry const *spellProto, WeaponAttackType attackType = BASE_ATTACK);
bool isSpellCrit(Unit *pVictim, SpellEntry const *spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK);
uint32 SpellCriticalDamageBonus(SpellEntry const *spellProto, uint32 damage, Unit *pVictim);