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-rw-r--r--src/game/Unit.cpp40
1 files changed, 39 insertions, 1 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 1533c6cd565..cf6b8a577c3 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -1803,9 +1803,47 @@ uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage, SpellEnt
armor= int32(float(armor) * (float(100-(*j)->GetAmount())/100.0f));
}
+ if ( GetTypeId() == TYPEID_PLAYER )
+ {
+ AuraEffectList const& ResIgnoreAuras = GetAurasByType(SPELL_AURA_MOD_ARMOR_PENETRATION_PCT);
+ for(AuraEffectList::const_iterator itr = ResIgnoreAuras.begin();itr != ResIgnoreAuras.end(); ++itr)
+ {
+ // item neutral spell
+ if((*itr)->GetSpellProto()->EquippedItemClass == -1)
+ {
+ armor= int32(float(armor) * (float(100-(*itr)->GetAmount())/100.0f));
+ continue;
+ }
+
+ // item dependent spell - check curent weapons
+ for(int i = 0; i < MAX_ATTACK; ++i)
+ {
+ Item *weapon = ((Player *)this)->GetWeaponForAttack(WeaponAttackType(i));
+
+ if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
+ {
+ armor= int32(float(armor) * (float(100-(*itr)->GetAmount())/100.0f));
+ break;
+ }
+ }
+ }
+ }
+
// Apply Player CR_ARMOR_PENETRATION rating
if (GetTypeId()==TYPEID_PLAYER)
- armor *= 1.0f - (((Player*)this)->GetRatingBonusValue(CR_ARMOR_PENETRATION) / 100.0f);
+ {
+ float maxArmorPen=0;
+ if (getLevel()<60)
+ maxArmorPen=400+85*pVictim->getLevel();
+ else
+ maxArmorPen=400+85*pVictim->getLevel()+4.5*85*(pVictim->getLevel()-59);
+ // Cap armor penetration to this number
+ maxArmorPen = std::min(((armor+maxArmorPen)/3),armor);
+ // Figure out how much armor do we ignore
+ float armorPen = maxArmorPen*((Player*)this)->GetRatingBonusValue(CR_ARMOR_PENETRATION) / 100.0f;
+ // Got the value, apply it
+ armor -= armorPen;
+ }
if (armor < 0.0f) armor=0.0f;