mirror of
https://github.com/ZhengPeiRu21/mod-individual-progression
synced 2025-11-29 23:44:51 +08:00
Remove Previous Gear Tuning (#797)
- removed the custom setting PreviousGearTuning - removed computedHealingAdjustment - removed checkIPProgression(player) on PlayerMapChanged - excluded accounts now also get adjustment checks on login. - now using an aura for HP adjustments
This commit is contained in:
@@ -103,18 +103,6 @@ IndividualProgression.TBCHealthAdjustment = 1
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#
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IndividualProgression.QuestXPFix = 1
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# IndividualProgression.PreviousGearTuning
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#
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# Description: Reduces the power of previous expansion end-game gear when entering the next expansion for leveling.
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# This resolves a balancing problem where players would not get any useful gear until near the end of the leveling experience,
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# as well as overpowering the leveling content. This is particularly true in TBC leveling due to the strength of Naxx 40 gear.
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# Set to 0 (0% adjustment) to disable
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#
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# Default: 0 - Disabled
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# 0.01 - 1% reduced health and damage per previous expansion epic
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#
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IndividualProgression.PreviousGearTuning = 0
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# IndividualProgression.RequireNaxxStrathEntrance
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#
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# Description: If enabled, this will require players to first enter Naxx 40 through the original beta entrance in the back of Stratholme,
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@@ -14,7 +14,10 @@ IndividualProgression* IndividualProgression::instance()
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bool IndividualProgression::hasPassedProgression(Player* player, ProgressionState state) const
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{
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if (progressionLimit && state >= progressionLimit)
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{
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return false;
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}
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return player->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value >= state;
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}
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@@ -26,7 +29,10 @@ bool IndividualProgression::isBeforeProgression(Player* player, ProgressionState
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void IndividualProgression::UpdateProgressionState(Player* player, ProgressionState newState) const
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{
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if (progressionLimit && newState > progressionLimit)
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{
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return;
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}
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uint8 currentState = player->GetPlayerSetting("mod-individual-progression", SETTING_PROGRESSION_STATE).value;
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if (newState > currentState)
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{
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@@ -42,115 +48,47 @@ void IndividualProgression::ForceUpdateProgressionState(Player* player, Progress
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void IndividualProgression::CheckAdjustments(Player* player) const
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{
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if (!enabled)
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{
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{
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return;
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}
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if (!hasPassedProgression(player, PROGRESSION_NAXX40) || (!hasPassedProgression(player, PROGRESSION_NAXX40) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
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}
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if (!hasPassedProgression(player, PROGRESSION_PRE_TBC) || (!hasPassedProgression(player, PROGRESSION_PRE_TBC) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
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{
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AdjustVanillaStats(player);
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float adjustmentApplyPercent = (player->GetLevel() - 10.0f) / 50.0f;
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float PowerAdjustmentValue = -100.0f * (1.0f - vanillaPowerAdjustment);
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float computedPowerAdjustment = player->GetLevel() > 10 ? (PowerAdjustmentValue * adjustmentApplyPercent) : 0;
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float HealthAdjustmentAmount = -100.0f * (1.0f - vanillaHealthAdjustment);
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float computedHealthAdjustment = player->GetLevel() > 10 ? (HealthAdjustmentAmount * adjustmentApplyPercent) : 0;
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AdjustStats(player, computedPowerAdjustment, computedHealthAdjustment);
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}
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else if (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5) || (!hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (player->GetLevel() <= IP_LEVEL_TBC)))
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{
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AdjustTBCStats(player);
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}
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else
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{
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AdjustWotLKStats(player);
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float computedPowerAdjustment = -100.0f * (1.0f - tbcPowerAdjustment);
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AdjustStats(player, computedPowerAdjustment, tbcHealthAdjustment);
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}
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if (player->getClass() == CLASS_HUNTER)
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{
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// Remove the 15% built-in ranged haste that was added to hunters in WotLK
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// This lets us add haste spells back to quivers
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// Remove the 15% built-in ranged haste that was added to hunters in WotLK - This lets us add haste spells back to quivers
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player->RemoveAura(RANGED_HASTE_SPELL);
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player->CastSpell(player, RANGED_HASTE_SPELL, false);
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}
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}
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void IndividualProgression::CheckHPAdjustments(Player* player) const
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void IndividualProgression::AdjustStats(Player* player, float computedPowerAdjustment, float computedHealthAdjustment)
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{
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if (!enabled)
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{
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return;
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}
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player->SetMaxHealth(player->GetMaxHealth()); // just to trigger OnPlayerAfterUpdateMaxHealth
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}
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void IndividualProgression::ApplyGearStatsTuning(Player* player, float& computedAdjustment, ItemTemplate const* item) const
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{
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if (item->Quality != ITEM_QUALITY_EPIC) // Non-endgame gear is okay
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return;
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if ((hasPassedProgression(player, PROGRESSION_NAXX40) && (item->RequiredLevel <= IP_LEVEL_VANILLA)) ||
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(hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (item->RequiredLevel <= IP_LEVEL_TBC)))
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{
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computedAdjustment -= (100.0f * previousGearTuning);
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}
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}
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void IndividualProgression::ComputeGearTuning(Player* player, float& computedAdjustment, ItemTemplate const* item) const
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{
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if (item->Quality != ITEM_QUALITY_EPIC) // Non-endgame gear is okay
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return;
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if ((hasPassedProgression(player, PROGRESSION_NAXX40) && (item->RequiredLevel <= IP_LEVEL_VANILLA)) ||
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(hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (item->RequiredLevel <= IP_LEVEL_TBC)))
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{
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computedAdjustment += previousGearTuning;
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}
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}
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void IndividualProgression::AdjustVanillaStats(Player* player) const
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{
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float adjustmentValue = -100.0f * (1.0f - vanillaPowerAdjustment);
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float adjustmentApplyPercent = (player->GetLevel() - 10.0f) / 50.0f;
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float computedAdjustment = player->GetLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
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float adjustmentHealingValue = -100.0f * (1.0f - vanillaHealingAdjustment);
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float adjustmentHealingApplyPercent = (player->GetLevel() - 10.0f) / 50.0f;
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float computedHealingAdjustment = player->GetLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
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AdjustStats(player, computedAdjustment, computedHealingAdjustment);
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}
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void IndividualProgression::AdjustTBCStats(Player* player) const
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{
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float adjustmentValue = -100.0f * (1.0f - tbcPowerAdjustment);
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float adjustmentApplyPercent = 1;
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float computedAdjustment = player->GetLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
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float adjustmentHealingValue = -100.0f * (1.0f - tbcHealingAdjustment);
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float adjustmentHealingApplyPercent = 1;
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float computedHealingAdjustment = player->GetLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
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for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
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{
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if (Item *item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
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{
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ApplyGearStatsTuning(player, computedAdjustment, item->GetTemplate());
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ApplyGearStatsTuning(player, computedHealingAdjustment, item->GetTemplate());
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}
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}
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AdjustStats(player, computedAdjustment, computedHealingAdjustment);
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}
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void IndividualProgression::AdjustWotLKStats(Player* player) const
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{
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float computedAdjustment = 0;
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for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
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{
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if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
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ApplyGearStatsTuning(player, computedAdjustment, item->GetTemplate());
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}
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AdjustStats(player, computedAdjustment, computedAdjustment);
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}
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void IndividualProgression::AdjustStats(Player* player, float computedAdjustment, float /*computedHealingAdjustment*/)
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{
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// int32 bp0 = 0; // This would be the damage taken adjustment value, but we are already adjusting health
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auto bp1 = static_cast<int32>(computedAdjustment);
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// auto bp1Healing = static_cast<int32>(computedHealingAdjustment);
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auto bp1 = static_cast<int32>(computedPowerAdjustment);
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auto bp2 = static_cast<int32>(computedHealthAdjustment);
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player->RemoveAura(ABSORB_SPELL);
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player->CastCustomSpell(player, ABSORB_SPELL, &bp1, nullptr, nullptr, false);
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player->RemoveAura(HP_AURA_SPELL);
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player->CastCustomSpell(player, HP_AURA_SPELL, &bp2, nullptr, nullptr, false);
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}
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float IndividualProgression::ComputeVanillaAdjustment(uint8 playerLevel, float configAdjustmentValue)
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@@ -170,8 +108,7 @@ uint8 IndividualProgression::GetAccountProgression(uint32 accountId)
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uint8 progressionLevel = 0;
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if (!sWorld->getBoolConfig(CONFIG_PLAYER_SETTINGS_ENABLED))
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{
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// Prevent crash if player settings are not enabled
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return 0;
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return 0; // Prevent crash if player settings are not enabled
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}
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QueryResult result = CharacterDatabase.Query("SELECT `data` FROM `character_settings` WHERE `source` = 'mod-individual-progression' AND `guid` IN (SELECT `guid` FROM `characters` WHERE `account` = {});", accountId);
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if (result)
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@@ -423,7 +360,6 @@ private:
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sIndividualProgression->enforceGroupRules = sConfigMgr->GetOption<bool>("IndividualProgression.EnforceGroupRules", true);
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sIndividualProgression->fishingFix = sConfigMgr->GetOption<bool>("IndividualProgression.FishingFix", true);
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sIndividualProgression->simpleConfigOverride = sConfigMgr->GetOption<bool>("IndividualProgression.SimpleConfigOverride", true);
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sIndividualProgression->previousGearTuning = sConfigMgr->GetOption<float>("IndividualProgression.PreviousGearTuning", 0);
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sIndividualProgression->progressionLimit = sConfigMgr->GetOption<uint8>("IndividualProgression.ProgressionLimit", 0);
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sIndividualProgression->startingProgression = sConfigMgr->GetOption<uint8>("IndividualProgression.StartingProgression", 0);
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sIndividualProgression->questMoneyAtLevelCap = sConfigMgr->GetOption<bool>("IndividualProgression.QuestMoneyAtLevelCap", true);
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@@ -250,7 +250,7 @@ public:
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std::map<uint32, uint8> customProgressionMap;
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questXpMapType questXpMap;
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float vanillaPowerAdjustment, vanillaHealthAdjustment, tbcPowerAdjustment, tbcHealthAdjustment, vanillaHealingAdjustment, tbcHealingAdjustment, previousGearTuning;
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float vanillaPowerAdjustment, vanillaHealthAdjustment, tbcPowerAdjustment, tbcHealthAdjustment, vanillaHealingAdjustment, tbcHealingAdjustment;
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bool enabled, questXpFix, hunterPetLevelFix, enforceGroupRules, fishingFix, simpleConfigOverride, questMoneyAtLevelCap, repeatableVanillaQuestsXp, disableDefaultProgression, earlyDungeonSet2, requireNaxxStrath, pvpGearRequirements, DisableRDF, excludeAccounts;
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int progressionLimit, startingProgression, tbcRacesProgressionLevel, deathKnightProgressionLevel, deathKnightStartingProgression;
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std::string excludedAccountsRegex;
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@@ -260,9 +260,7 @@ public:
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void UpdateProgressionState(Player* player, ProgressionState newState) const;
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static void ForceUpdateProgressionState(Player* player, ProgressionState newState);
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void CheckAdjustments(Player* player) const;
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void CheckHPAdjustments(Player* player) const;
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void ApplyGearStatsTuning(Player* player, float& computedAdjustment, ItemTemplate const* item) const;
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void ComputeGearTuning(Player* player, float& computedAdjustment, ItemTemplate const* item) const;
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void AdjustVanillaStats(Player* player) const;
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void AdjustTBCStats(Player* player) const;
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void AdjustWotLKStats(Player* player) const;
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@@ -271,7 +269,7 @@ public:
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void UpdateProgressionQuests(Player* player);
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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 void AdjustStats(Player* player, float computedPowerAdjustment, float computedHealthAdjustment);
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static float ComputeVanillaAdjustment(uint8 playerLevel, float configAdjustmentValue);
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static uint8 GetAccountProgression(uint32 accountId);
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};
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@@ -19,24 +19,27 @@ public:
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void OnPlayerLogin(Player* player) override
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{
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if (!sIndividualProgression->enabled || isExcludedFromProgression(player))
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if (!sIndividualProgression->enabled)
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{
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return;
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}
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if (player->getClass() == CLASS_DEATH_KNIGHT && sIndividualProgression->deathKnightStartingProgression && !sIndividualProgression->hasPassedProgression(player, static_cast<ProgressionState>(sIndividualProgression->deathKnightStartingProgression)))
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if (!isExcludedFromProgression(player))
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{
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sIndividualProgression->UpdateProgressionState(player, static_cast<ProgressionState>(sIndividualProgression->deathKnightStartingProgression));
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}
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if (sIndividualProgression->startingProgression && !sIndividualProgression->hasPassedProgression(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression)))
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{
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sIndividualProgression->UpdateProgressionState(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression));
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}
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if (player->getClass() == CLASS_DEATH_KNIGHT && sIndividualProgression->deathKnightStartingProgression && !sIndividualProgression->hasPassedProgression(player, static_cast<ProgressionState>(sIndividualProgression->deathKnightStartingProgression)))
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{
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sIndividualProgression->UpdateProgressionState(player, static_cast<ProgressionState>(sIndividualProgression->deathKnightStartingProgression));
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}
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if (sIndividualProgression->startingProgression && !sIndividualProgression->hasPassedProgression(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression)))
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{
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sIndividualProgression->UpdateProgressionState(player, static_cast<ProgressionState>(sIndividualProgression->startingProgression));
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}
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sIndividualProgression->checkIPProgression(player);
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sIndividualProgression->UpdateProgressionQuests(player);
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}
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sIndividualProgression->CheckAdjustments(player);
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sIndividualProgression->CheckHPAdjustments(player);
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sIndividualProgression->checkIPProgression(player);
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sIndividualProgression->UpdateProgressionQuests(player);
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if (sIndividualProgression->enabled)
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{
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@@ -70,7 +73,6 @@ public:
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void OnPlayerMapChanged(Player* player) override
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{
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sIndividualProgression->CheckAdjustments(player);
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sIndividualProgression->checkIPProgression(player);
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}
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void OnPlayerLevelChanged(Player* player, uint8 /*oldLevel*/) override
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@@ -94,47 +96,13 @@ public:
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{
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return false;
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}
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// Player is still in Vanilla content - give money at 60 level cap
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return ((!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && player->GetLevel() == IP_LEVEL_VANILLA) ||
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// Player is in TBC content - give money at 70 level cap
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(!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->GetLevel() == IP_LEVEL_TBC));
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}
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void OnPlayerAfterUpdateMaxHealth(Player* player, float& value) override
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{
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// TODO: This should be adjust to use an aura like damage adjustment. This is more robust to update when changing equipment, etc.
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if (!sIndividualProgression->enabled)
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{
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return;
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}
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float gearAdjustment = 0.0;
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for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
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{
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if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
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sIndividualProgression->ComputeGearTuning(player, gearAdjustment, item->GetTemplate());
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}
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// Player is still in Vanilla content - give Vanilla health adjustment
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if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
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{
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float adjustmentAmount = 1.0f - sIndividualProgression->vanillaHealthAdjustment;
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float applyPercent = ((player->GetLevel() - 10.0f) / 50.0f);
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float computedAdjustment = player->GetLevel() > 10 ? 1.0f - applyPercent * adjustmentAmount : 1.0f;
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value *= computedAdjustment;
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}
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// Player is in TBC content - give TBC health adjustment
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else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (player->GetLevel() <= IP_LEVEL_TBC)))
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{
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value *= (sIndividualProgression->tbcHealthAdjustment - gearAdjustment);
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}
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// Player is in WotLK content - only need to check gear adjustment
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else
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{
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value *= 1 - gearAdjustment;
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}
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}
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void OnPlayerQuestComputeXP(Player* player, Quest const* quest, uint32& xpValue) override
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{
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if (!sIndividualProgression->enabled || !sIndividualProgression->questXpFix || isExcludedFromProgression(player))
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@@ -1266,17 +1234,6 @@ public:
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class IndividualPlayerProgression_UnitScript : public UnitScript
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{
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private:
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static float computeTotalGearTuning(Player* player)
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{
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float gearAdjustment = 0.0;
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for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
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{
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if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
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sIndividualProgression->ComputeGearTuning(player, gearAdjustment, item->GetTemplate());
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}
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return gearAdjustment;
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}
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public:
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IndividualPlayerProgression_UnitScript() : UnitScript("IndividualPlayerProgression_UnitScript") { }
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@@ -1311,18 +1268,18 @@ public:
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return;
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}
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Player* player = isPet ? healer->GetOwner()->ToPlayer() : healer->ToPlayer();
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float gearAdjustment = computeTotalGearTuning(player);
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if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
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{
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heal *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaHealingAdjustment) - gearAdjustment);
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heal *= sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaHealingAdjustment);
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}
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else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (player->GetLevel() <= IP_LEVEL_TBC)))
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{
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heal *= (sIndividualProgression->tbcHealingAdjustment - gearAdjustment);
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heal *= sIndividualProgression->tbcHealingAdjustment;
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}
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else
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{
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heal *= 1.0f - gearAdjustment;
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return;
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}
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}
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@@ -1330,24 +1287,25 @@ public:
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{
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if (!sIndividualProgression->enabled || !attacker)
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return;
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bool isPet = attacker->GetOwner() && attacker->GetOwner()->GetTypeId() == TYPEID_PLAYER;
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if (!isPet && attacker->GetTypeId() != TYPEID_PLAYER)
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{
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return;
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}
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Player* player = isPet ? attacker->GetOwner()->ToPlayer() : attacker->ToPlayer();
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float gearAdjustment = computeTotalGearTuning(player);
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||||
|
||||
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
|
||||
{
|
||||
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
|
||||
damage *= sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment);
|
||||
}
|
||||
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (player->GetLevel() <= IP_LEVEL_TBC)))
|
||||
{
|
||||
damage *= (sIndividualProgression->tbcPowerAdjustment - gearAdjustment);
|
||||
damage *= sIndividualProgression->tbcPowerAdjustment;
|
||||
}
|
||||
else
|
||||
{
|
||||
damage *= 1.0f - gearAdjustment;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1362,18 +1320,18 @@ public:
|
||||
return;
|
||||
}
|
||||
Player* player = isPet ? attacker->GetOwner()->ToPlayer() : attacker->ToPlayer();
|
||||
float gearAdjustment = computeTotalGearTuning(player);
|
||||
|
||||
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
|
||||
{
|
||||
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
|
||||
damage *= sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment);
|
||||
}
|
||||
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (player->GetLevel() <= IP_LEVEL_TBC)))
|
||||
{
|
||||
damage *= (sIndividualProgression->tbcPowerAdjustment - gearAdjustment);
|
||||
damage *= sIndividualProgression->tbcPowerAdjustment;
|
||||
}
|
||||
else
|
||||
{
|
||||
damage *= 1.0f - gearAdjustment;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1397,18 +1355,18 @@ public:
|
||||
return;
|
||||
}
|
||||
Player* player = isPet ? attacker->GetOwner()->ToPlayer() : attacker->ToPlayer();
|
||||
float gearAdjustment = computeTotalGearTuning(player);
|
||||
|
||||
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_PRE_TBC) && (player->GetLevel() <= IP_LEVEL_VANILLA)))
|
||||
{
|
||||
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
|
||||
damage *= sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment);
|
||||
}
|
||||
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) || (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && (player->GetLevel() <= IP_LEVEL_TBC)))
|
||||
{
|
||||
damage *= (sIndividualProgression->tbcPowerAdjustment - gearAdjustment);
|
||||
damage *= sIndividualProgression->tbcPowerAdjustment;
|
||||
}
|
||||
else
|
||||
{
|
||||
damage *= 1.0f - gearAdjustment;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user