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authormegamage <none@none>2009-02-11 11:51:17 -0600
committermegamage <none@none>2009-02-11 11:51:17 -0600
commit848af429189fe20fef67cbb09295c3ecd5b9fae6 (patch)
treeb69e91f3471eafefae863733df6dd6854f3be8c1 /src/game/Player.cpp
parent8012f78d00ef29025397d2fe8a18dc1eb8876292 (diff)
[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> --HG-- branch : trunk
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp16
1 files changed, 15 insertions, 1 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 210728eb777..da8e171eb5b 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -6920,6 +6920,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
@@ -6997,7 +6998,19 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
}
- if(IsInFeralForm())
+ if (proto->Class == ITEM_CLASS_WEAPON && proto->Delay)
+ {
+ // Druids get feral AP bonus from weapon dps
+ if(getClass() == CLASS_DRUID && (slot==EQUIPMENT_SLOT_MAINHAND || slot==EQUIPMENT_SLOT_OFFHAND))
+ {
+ float dps = (proto->Damage[0].DamageMin + proto->Damage[0].DamageMax)/(2*proto->Delay/1000.0f);
+ int32 feral_bonus = int32(dps*14.0f) - 767;
+ if (feral_bonus > 0)
+ ApplyFeralAPBonus(feral_bonus, apply);
+ }
+ }
+
+ if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
return;
if (proto->Delay)
@@ -12377,6 +12390,7 @@ void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool a
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_RANGED_ATTACK_POWER: