mirror of
https://github.com/ZhengPeiRu21/mod-individual-progression
synced 2025-11-29 23:44:51 +08:00
Fix Vanilla damage adjustment scaling
This commit is contained in:
@@ -143,6 +143,12 @@ void IndividualProgression::AdjustStats(Player* player, float computedAdjustment
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player->CastCustomSpell(player, ABSORB_SPELL, &bp1, nullptr, nullptr, false);
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}
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float IndividualProgression::ComputeVanillaAdjustment(Player *player, float configAdjustmentValue)
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{
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float adjustmentApplyPercent = (player->getLevel() - 10.0f) / 50.0f;
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return player->getLevel() > 10 ? (1.0f - (configAdjustmentValue * adjustmentApplyPercent)) : 1;
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}
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/**
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* Gets the highest progression level achieved by an account
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* Note that this method makes a direct, non-sync DB call and should be used sparingly
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@@ -44,6 +44,7 @@ enum BuffSpells
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ABSORB_SPELL = 89505,
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RANGED_HASTE_SPELL = 89507,
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SPELL_RUNE_TAP = 48982,
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SPELL_LIFE_STEAL = 20004,
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IPP_PHASE = 89509
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};
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@@ -161,6 +162,7 @@ public:
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void checkKillProgression(Player* player, Creature* killed);
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static void LoadCustomProgressionEntries(const std::string& customProgressionString);
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static void AdjustStats(Player* player, float computedAdjustment, float computedHealingAdjustment);
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static float ComputeVanillaAdjustment(Player* player, float configAdjustmentValue);
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static uint8 GetAccountProgression(uint32 accountId);
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};
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@@ -475,7 +475,13 @@ public:
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void ModifyHealReceived(Unit* /*target*/, Unit *healer, uint32 &heal, SpellInfo const *spellInfo) override
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{
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// Skip potions, bandages, percentage based heals like Rune Tap, etc.
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if (!sIndividualProgression->enabled || spellInfo->HasAttribute(SPELL_ATTR0_NO_IMMUNITIES) || spellInfo->Mechanic == MECHANIC_BANDAGE || spellInfo->Id == SPELL_RUNE_TAP)
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if (!sIndividualProgression->enabled || spellInfo->HasAttribute(SPELL_ATTR0_NO_IMMUNITIES) || spellInfo->Mechanic == MECHANIC_BANDAGE)
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{
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return;
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}
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// Skip percentage based heals or spells already nerfed by damage reduction
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if (spellInfo->Id == SPELL_RUNE_TAP || spellInfo->Id == SPELL_LIFE_STEAL)
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{
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return;
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}
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@@ -493,7 +499,7 @@ public:
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float gearAdjustment = computeTotalGearTuning(player);
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if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
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{
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heal *= (sIndividualProgression->vanillaHealingAdjustment - gearAdjustment);
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heal *= (sIndividualProgression->ComputeVanillaAdjustment(player, sIndividualProgression->vanillaHealingAdjustment) - gearAdjustment);
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}
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else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
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{
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@@ -519,7 +525,7 @@ public:
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float gearAdjustment = computeTotalGearTuning(player);
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if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
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{
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damage *= (sIndividualProgression->vanillaPowerAdjustment - gearAdjustment);
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damage *= (sIndividualProgression->ComputeVanillaAdjustment(player, sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
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}
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else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
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{
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@@ -545,7 +551,7 @@ public:
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float gearAdjustment = computeTotalGearTuning(player);
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if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
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{
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damage *= (sIndividualProgression->vanillaPowerAdjustment - gearAdjustment);
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damage *= (sIndividualProgression->ComputeVanillaAdjustment(player, sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
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}
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else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
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{
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