Core/Items: Implemented spell penetration stat on items and use it from enchantments, original patch by zergtmn

This commit is contained in:
Shauren
2010-12-31 22:59:36 +01:00
parent 8ab453b465
commit cf62d7b776
4 changed files with 22 additions and 23 deletions
+12 -17
View File
@@ -1555,12 +1555,14 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
// Magic damage, check for resists
if ((schoolMask & SPELL_SCHOOL_MASK_NORMAL) == 0)
{
float baseVictimResistance = (float) pVictim->GetResistance(GetFirstSchoolInMask(schoolMask));
float ignoredResistance = (float) GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask);
float baseVictimResistance = float(pVictim->GetResistance(GetFirstSchoolInMask(schoolMask)));
float ignoredResistance = float(GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask));
if (Player* player = ToPlayer())
ignoredResistance += float(player->GetSpellPenetrationItemMod());
float victimResistance = baseVictimResistance + ignoredResistance;
uint32 BOSS_LEVEL = 83;
float BOSS_RESISTANCE_CONSTANT = 510.0;
static const uint32 BOSS_LEVEL = 83;
static const float BOSS_RESISTANCE_CONSTANT = 510.0;
uint32 level = getLevel();
float resistanceConstant = 0.0f;
@@ -1571,7 +1573,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
float averageResist = victimResistance / (victimResistance + resistanceConstant);
float discreteResistProbability[11];
for (int i = 0; i < 11; i++)
for (uint32 i = 0; i < 11; ++i)
{
discreteResistProbability[i] = 0.5f - 2.5f * fabs(0.1f * i - averageResist);
if (discreteResistProbability[i] < 0.0f)
@@ -1585,32 +1587,25 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
discreteResistProbability[2] = 2.5f * averageResist;
}
float r = (float)rand_norm();
int i = 0;
float r = float(rand_norm());
uint32 i = 0;
float probabilitySum = discreteResistProbability[0];
while (r >= probabilitySum && i < 10)
{
i++;
probabilitySum += discreteResistProbability[i];
}
probabilitySum += discreteResistProbability[++i];
float damageResisted = float(damage * i / 10);
AuraEffectList const &ResIgnoreAurasAb = GetAuraEffectsByType(SPELL_AURA_MOD_ABILITY_IGNORE_TARGET_RESIST);
for (AuraEffectList::const_iterator j = ResIgnoreAurasAb.begin(); j != ResIgnoreAurasAb.end(); ++j)
{
if ((*j)->GetMiscValue() & schoolMask
&& (*j)->IsAffectedOnSpell(spellInfo))
if (((*j)->GetMiscValue() & schoolMask) && (*j)->IsAffectedOnSpell(spellInfo))
AddPctN(damageResisted, -(*j)->GetAmount());
}
AuraEffectList const &ResIgnoreAuras = GetAuraEffectsByType(SPELL_AURA_MOD_IGNORE_TARGET_RESIST);
for (AuraEffectList::const_iterator j = ResIgnoreAuras.begin(); j != ResIgnoreAuras.end(); ++j)
{
if ((*j)->GetMiscValue() & schoolMask)
AddPctN(damageResisted, -(*j)->GetAmount());
}
dmgInfo.ResistDamage(uint32(damageResisted));
}