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https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-15 20:52:22 -04:00
[svn] Provide creature dual wield support.
Update glancing damage formula. Do not daze creatures when other creatures attack from the back (need to find a better way). Fix the damage calculation of +damage aura. --HG-- branch : trunk
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@@ -158,6 +158,7 @@ Unit::Unit()
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m_modAttackSpeedPct[RANGED_ATTACK] = 1.0f;
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m_extraAttacks = 0;
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m_canDualWield = false;
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m_state = 0;
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m_form = FORM_NONE;
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@@ -279,9 +280,11 @@ void Unit::Update( uint32 p_time )
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}
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if(uint32 base_att = getAttackTimer(BASE_ATTACK))
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{
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setAttackTimer(BASE_ATTACK, (p_time >= base_att ? 0 : base_att - p_time) );
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}
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if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
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setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
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if(uint32 off_att = getAttackTimer(OFF_ATTACK))
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setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
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// update abilities available only for fraction of time
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UpdateReactives( p_time );
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@@ -297,7 +300,7 @@ bool Unit::haveOffhandWeapon() const
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if(GetTypeId() == TYPEID_PLAYER)
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return ((Player*)this)->GetWeaponForAttack(OFF_ATTACK,true);
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else
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return false;
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return m_canDualWield;
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}
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void Unit::SendMonsterMoveWithSpeedToCurrentDestination(Player* player)
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@@ -1769,7 +1772,8 @@ void Unit::DoAttackDamage (Unit *pVictim, uint32 *damage, CleanDamage *cleanDama
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/// If this is a creature and it attacks from behind it has a probability to daze it's victim
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if( (outcome==MELEE_HIT_CRIT || outcome==MELEE_HIT_CRUSHING || outcome==MELEE_HIT_NORMAL || outcome==MELEE_HIT_GLANCING) &&
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GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGUID() && !pVictim->HasInArc(M_PI, this) )
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GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGUID() && !pVictim->HasInArc(M_PI, this)
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&& pVictim->GetTypeId() == TYPEID_PLAYER)
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{
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// -probability is between 0% and 40%
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// 20% base chance
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@@ -2056,54 +2060,10 @@ void Unit::DoAttackDamage (Unit *pVictim, uint32 *damage, CleanDamage *cleanDama
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}
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case MELEE_HIT_GLANCING:
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{
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float reducePercent = 1.0f; //damage factor
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// calculate base values and mods
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float baseLowEnd = 1.3;
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float baseHighEnd = 1.2;
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switch(getClass()) // lowering base values for casters
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{
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case CLASS_SHAMAN:
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case CLASS_PRIEST:
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case CLASS_MAGE:
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case CLASS_WARLOCK:
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case CLASS_DRUID:
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baseLowEnd -= 0.7;
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baseHighEnd -= 0.3;
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break;
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}
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float maxLowEnd = 0.6;
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switch(getClass()) // upper for melee classes
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{
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case CLASS_WARRIOR:
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case CLASS_ROGUE:
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maxLowEnd = 0.91; //If the attacker is a melee class then instead the lower value of 0.91
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}
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// calculate values
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int32 diff = int32(pVictim->GetDefenseSkillValue(this)) - int32(GetWeaponSkillValue(attType,pVictim));
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float lowEnd = baseLowEnd - ( 0.05f * diff );
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float highEnd = baseHighEnd - ( 0.03f * diff );
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// apply max/min bounds
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if ( lowEnd < 0.01f ) //the low end must not go bellow 0.01f
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lowEnd = 0.01f;
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else if ( lowEnd > maxLowEnd ) //the smaller value of this and 0.6 is kept as the low end
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lowEnd = maxLowEnd;
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if ( highEnd < 0.2f ) //high end limits
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highEnd = 0.2f;
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if ( highEnd > 0.99f )
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highEnd = 0.99f;
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if(lowEnd > highEnd) // prevent negative range size
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lowEnd = highEnd;
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reducePercent = lowEnd + rand_norm() * ( highEnd - lowEnd );
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*damage = uint32(reducePercent * *damage);
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cleanDamage->damage += *damage;
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int32 leveldif = int32(pVictim->getLevel()) - int32(getLevel());
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if (leveldif > 3) leveldif = 3;
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*damage *= (1 - leveldif * 0.1f);
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cleanDamage->damage = *damage;
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*hitInfo |= HITINFO_GLANCING;
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break;
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}
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@@ -7575,7 +7535,9 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3
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SpellModSpellDamage /= 100.0f;
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float DoneActualBenefit = DoneAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * SpellModSpellDamage * LvlPenalty;
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float TakenActualBenefit = TakenAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * LvlPenalty;
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float TakenActualBenefit = TakenAdvertisedBenefit;
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if(spellProto->SpellFamilyName)
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TakenActualBenefit *= (CastingTime / 3500.0f) * DotFactor * LvlPenalty;
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float tmpDamage = (float(pdamage)+DoneActualBenefit)*DoneTotalMod;
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