本文整理汇总了C++中GetMaxSkillValueForLevel函数的典型用法代码示例。如果您正苦于以下问题:C++ GetMaxSkillValueForLevel函数的具体用法?C++ GetMaxSkillValueForLevel怎么用?C++ GetMaxSkillValueForLevel使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetMaxSkillValueForLevel函数的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: switch
void Player::UpdateCritPercentage(WeaponAttackType attType)
{
BaseModGroup modGroup;
uint16 index;
CombatRating cr;
switch (attType)
{
case OFF_ATTACK:
modGroup = OFFHAND_CRIT_PERCENTAGE;
index = PLAYER_OFFHAND_CRIT_PERCENTAGE;
cr = CR_CRIT_MELEE;
break;
case RANGED_ATTACK:
modGroup = RANGED_CRIT_PERCENTAGE;
index = PLAYER_RANGED_CRIT_PERCENTAGE;
cr = CR_CRIT_RANGED;
break;
case BASE_ATTACK:
default:
modGroup = CRIT_PERCENTAGE;
index = PLAYER_CRIT_PERCENTAGE;
cr = CR_CRIT_MELEE;
break;
}
float value = GetTotalPercentageModValue(modGroup) + GetRatingBonusValue(cr);
// Modify crit from weapon skill and maximized defense skill of same level victim difference
value += (int32(GetMaxSkillValueForLevel()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
value = value < 0.0f ? 0.0f : value;
SetStatFloatValue(index, value);
}
示例2: GetDodgeFromAgility
void Player::UpdateDodgePercentage()
{
const float dodge_cap[MAX_CLASSES] =
{
88.129021f, // Warrior
88.129021f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
150.375940f, // Priest
88.129021f, // DK
145.560408f, // Shaman
150.375940f, // Mage
150.375940f, // Warlock
0.0f, // ??
116.890707f // Druid
};
float diminishing = 0.0f, nondiminishing = 0.0f;
GetDodgeFromAgility(diminishing, nondiminishing);
// Modify value from defense skill (only bonus from defense rating diminishes)
nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
// Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
// Dodge from rating
diminishing += GetRatingBonusValue(CR_DODGE);
// apply diminishing formula to diminishing dodge chance
uint32 pclass = getClass()-1;
float value = nondiminishing + (diminishing * dodge_cap[pclass] / (diminishing + dodge_cap[pclass] * m_diminishing_k[pclass]));
value = value < 0.0f ? 0.0f : value;
SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
}
示例3: GetMaxSkillValueForLevel
float Player::GetMissPercentageFromDefence() const
{
float const miss_cap[MAX_CLASSES] =
{
16.00f, // Warrior //correct
16.00f, // Paladin //correct
16.00f, // Hunter //?
16.00f, // Rogue //?
16.00f, // Priest //?
16.00f, // DK //correct
16.00f, // Shaman //?
16.00f, // Mage //?
16.00f, // Warlock //?
0.0f, // ??
16.00f // Druid //?
};
float diminishing = 0.0f, nondiminishing = 0.0f;
// Modify value from defense skill (only bonus from defense rating diminishes)
nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
// apply diminishing formula to diminishing miss chance
uint32 pclass = getClass()-1;
return nondiminishing + (diminishing * miss_cap[pclass] / (diminishing + miss_cap[pclass] * m_diminishing_k[pclass]));
}
示例4: switch
void Player::UpdateCritPercentage(WeaponAttackType attType)
{
BaseModGroup modGroup;
uint16 index;
switch (attType)
{
case RANGED_ATTACK:
modGroup = RANGED_CRIT_PERCENTAGE;
index = PLAYER_RANGED_CRIT_PERCENTAGE;
break;
case BASE_ATTACK:
modGroup = CRIT_PERCENTAGE;
index = PLAYER_CRIT_PERCENTAGE;
break;
case OFF_ATTACK: // client have only main hand crit
default:
return;
}
float value = GetTotalPercentageModValue(modGroup);
// Modify crit from weapon skill and maximized defense skill of same level victim difference
value += (int32(GetWeaponSkillValue(attType)) - int32(GetMaxSkillValueForLevel())) * 0.04f;
value = value < 0.0f ? 0.0f : value;
SetStatFloatValue(index, value);
}
示例5: GetDodgeFromAgility
void Player::UpdateDodgePercentage()
{
// Dodge from agility
float value = GetDodgeFromAgility();
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
value = value < 0.0f ? 0.0f : value;
SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
}
示例6: int32
void Player::UpdateParryPercentage()
{
// Base parry
float value = 5.0f;
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
// Parry from rating
value += GetRatingBonusValue(CR_PARRY);
value = value < 0.0f ? 0.0f : value;
SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}
示例7: int32
void Player::UpdateBlockPercentage()
{
// No block
float value = 0.0f;
if (CanBlock())
{
// Base value
value = 5.0f;
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
value = value < 0.0f ? 0.0f : value;
}
SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, value);
}
示例8: GetTotalAuraModifier
void Player::UpdateBlockPercentage()
{
float value = 0.0f;
float real = 0.0f;
if (CanBlock())
{
// Base value
value = 5.0f;
// Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
// Increase from rating
value += GetRatingBonusValue(CR_BLOCK);
real = value;
// Set UI display value: modify value from defense skill against same level target
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
}
m_modBlockChance = real;
SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, std::max(0.0f, std::min(value, 100.0f)));
}
示例9: getClass
void Player::UpdateParryPercentage()
{
const float parry_cap[MAX_CLASSES] =
{
47.003525f, // Warrior
47.003525f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
0.0f, // Priest
47.003525f, // DK
145.560408f, // Shaman
0.0f, // Mage
0.0f, // Warlock
0.0f, // ??
0.0f // Druid
};
// No parry
float value = 0.0f;
m_realParry = 0.0f;
uint32 pclass = getClass()-1;
if (CanParry() && parry_cap[pclass] > 0.0f)
{
float nondiminishing = 5.0f;
// Parry from rating
float diminishing = GetRatingBonusValue(CR_PARRY);
// Modify value from defense skill (only bonus from defense rating diminishes)
nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
// apply diminishing formula to diminishing parry chance
m_realParry = nondiminishing + diminishing * parry_cap[pclass] / (diminishing + parry_cap[pclass] * m_diminishing_k[pclass]);
m_realParry = m_realParry < 0.0f ? 0.0f : m_realParry;
value = std::max(diminishing + nondiminishing, 0.0f);
}
SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}