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https://github.com/silviu20092/mod-reforging
synced 2025-11-29 16:38:15 +08:00
Add support for latest Acore
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@@ -475,30 +475,30 @@ void ItemReforge::HandleStatModifier(Player* player, uint32 statType, int32 val,
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switch (statType)
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switch (statType)
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{
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{
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case ITEM_MOD_MANA:
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case ITEM_MOD_MANA:
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player->HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
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player->HandleStatFlatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
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break;
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break;
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case ITEM_MOD_HEALTH: // modify HP
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case ITEM_MOD_HEALTH: // modify HP
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player->HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
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player->HandleStatFlatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
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break;
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break;
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case ITEM_MOD_AGILITY: // modify agility
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case ITEM_MOD_AGILITY: // modify agility
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player->HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
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player->HandleStatFlatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
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player->ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
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player->UpdateStatBuffMod(STAT_AGILITY);
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break;
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break;
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case ITEM_MOD_STRENGTH: //modify strength
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case ITEM_MOD_STRENGTH: //modify strength
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player->HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
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player->HandleStatFlatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
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player->ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
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player->UpdateStatBuffMod(STAT_STRENGTH);
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break;
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break;
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case ITEM_MOD_INTELLECT: //modify intellect
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case ITEM_MOD_INTELLECT: //modify intellect
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player->HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
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player->HandleStatFlatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
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player->ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
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player->UpdateStatBuffMod(STAT_INTELLECT);
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break;
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break;
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case ITEM_MOD_SPIRIT: //modify spirit
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case ITEM_MOD_SPIRIT: //modify spirit
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player->HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
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player->HandleStatFlatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
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player->ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
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player->UpdateStatBuffMod(STAT_SPIRIT);
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break;
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break;
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case ITEM_MOD_STAMINA: //modify stamina
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case ITEM_MOD_STAMINA: //modify stamina
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player->HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
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player->HandleStatFlatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
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player->ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
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player->UpdateStatBuffMod(STAT_STAMINA);
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break;
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break;
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case ITEM_MOD_DEFENSE_SKILL_RATING:
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case ITEM_MOD_DEFENSE_SKILL_RATING:
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player->ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
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player->ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
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@@ -587,11 +587,11 @@ void ItemReforge::HandleStatModifier(Player* player, uint32 statType, int32 val,
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player->ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
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player->ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
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break;
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break;
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case ITEM_MOD_ATTACK_POWER:
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case ITEM_MOD_ATTACK_POWER:
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player->HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
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player->HandleStatFlatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
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player->HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
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player->HandleStatFlatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
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break;
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break;
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case ITEM_MOD_RANGED_ATTACK_POWER:
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case ITEM_MOD_RANGED_ATTACK_POWER:
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player->HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
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player->HandleStatFlatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
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break;
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break;
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// case ITEM_MOD_FERAL_ATTACK_POWER:
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// case ITEM_MOD_FERAL_ATTACK_POWER:
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// ApplyFeralAPBonus(int32(val), apply);
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// ApplyFeralAPBonus(int32(val), apply);
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@@ -612,7 +612,7 @@ void ItemReforge::HandleStatModifier(Player* player, uint32 statType, int32 val,
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player->ApplySpellPenetrationBonus(val, apply);
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player->ApplySpellPenetrationBonus(val, apply);
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break;
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break;
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case ITEM_MOD_BLOCK_VALUE:
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case ITEM_MOD_BLOCK_VALUE:
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player->HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(val), apply);
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player->HandleBaseModFlatValue(SHIELD_BLOCK_VALUE, float(val), apply);
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break;
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break;
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/// @deprecated item mods
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/// @deprecated item mods
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case ITEM_MOD_SPELL_HEALING_DONE:
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case ITEM_MOD_SPELL_HEALING_DONE:
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