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C++ GetRatingBonusValue函数代码示例

本文整理汇总了C++中GetRatingBonusValue函数的典型用法代码示例。如果您正苦于以下问题:C++ GetRatingBonusValue函数的具体用法?C++ GetRatingBonusValue怎么用?C++ GetRatingBonusValue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GetRatingBonusValue函数的13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: GetTotalAuraModifier

void Player::UpdateBlockPercentage()
{
    // No block
    float value = 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);

        if (sWorld->getBoolConfig(CONFIG_STATS_LIMITS_ENABLE))
             value = value > sWorld->getFloatConfig(CONFIG_STATS_LIMITS_BLOCK) ? sWorld->getFloatConfig(CONFIG_STATS_LIMITS_BLOCK) : value;

        value = value < 0.0f ? 0.0f : value;
    }
    SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, value);
}
开发者ID:brecky,项目名称:TrinityCore,代码行数:20,代码来源:StatSystem.cpp

示例2: GetTotalAuraModifier

void Player::UpdateMasteryPercentage()
{
    // No mastery
    float value = 0.0f;
    if (CanMastery() && getLevel() >= 80)
    {
        // Mastery from SPELL_AURA_MASTERY aura
        value += GetTotalAuraModifier(SPELL_AURA_MASTERY);
        // Mastery from rating
        value += GetRatingBonusValue(CR_MASTERY);
        value = value < 0.0f ? 0.0f : value;
    }
    SetFloatValue(PLAYER_MASTERY, value);
    // Custom MoP Script
    // 76671 - Mastery : Divine Bulwark - Update Block Percentage
    // 76857 - Mastery : Critical Block - Update Block Percentage
    if (HasAura(76671) || HasAura(76857))
        UpdateBlockPercentage();
    // 77494 - Mastery : Nature's Guardian - Update Armor
    if (HasAura(77494))
        UpdateArmor();
}
开发者ID:AlucardVoss,项目名称:Patchs,代码行数:22,代码来源:StatSystem.cpp

示例3: SetFloatValue

void Player::UpdateSpellCritChance(uint32 school)
{
    // For normal school set zero crit chance
    if (school == SPELL_SCHOOL_NORMAL)
    {
        SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1, 0.0f);
        return;
    }
    // For others recalculate it from:
    float crit = 0.0f;
    // Crit from Intellect
    crit += GetSpellCritFromIntellect();
    // Increase crit from SPELL_AURA_MOD_SPELL_CRIT_CHANCE
    crit += GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_CRIT_CHANCE);
    // Increase crit by school from SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL
    crit += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, 1<<school);
    // Increase crit from spell crit ratings
    crit += GetRatingBonusValue(CR_CRIT_SPELL);

    // Store crit value
    SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1 + school, crit);
}
开发者ID:morno,项目名称:blizzlikecore,代码行数:22,代码来源:StatSystem.cpp

示例4: getClass

void Player::UpdateParryPercentage()
{
    const float parry_cap[MAX_CLASSES] =
    {
        65.631440f,     // Warrior
        65.631440f,     // Paladin
        145.560408f,    // Hunter
        145.560408f,    // Rogue
        0.0f,           // Priest
        65.631440f,     // DK
        145.560408f,    // Shaman
        0.0f,           // Mage
        0.0f,           // Warlock
        90.6425f,       // Monk
        0.0f,           // Druid
        65.631440f      // Demon Hunter
    };

    // No parry
    float value = 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);
        // Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
        nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
        // apply diminishing formula to diminishing parry chance
        value = nondiminishing + diminishing * parry_cap[pclass] / (diminishing + parry_cap[pclass] * m_diminishing_k[pclass]);

        if (sWorld->getBoolConfig(CONFIG_STATS_LIMITS_ENABLE))
             value = value > sWorld->getFloatConfig(CONFIG_STATS_LIMITS_PARRY) ? sWorld->getFloatConfig(CONFIG_STATS_LIMITS_PARRY) : value;

        value = value < 0.0f ? 0.0f : value;
    }
    SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}
开发者ID:brecky,项目名称:TrinityCore,代码行数:38,代码来源:StatSystem.cpp

示例5: SetFloatValue

void Player::UpdateMastery()
{
    if (!IsMasteryLearned())
    {
        SetFloatValue(PLAYER_MASTERY, 0.0f);
        return;
    }

    TalentTabEntry const* talentTab = sTalentTabStore.LookupEntry(GetPrimaryTalentTree(GetActiveSpec()));
    if (!talentTab)
    {
        SetFloatValue(PLAYER_MASTERY, 0.0f);
        return;
    }

    float value = GetTotalAuraModifier(SPELL_AURA_MASTERY);
    value += GetRatingBonusValue(CR_MASTERY);
    SetFloatValue(PLAYER_MASTERY, value);

    for (uint32 i = 0; i < MAX_MASTERY_SPELLS; ++i)
    {
        if (!talentTab->MasterySpells[i])
            continue;

        if (Aura* aura = GetAura(talentTab->MasterySpells[i]))
        {
            for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
            {
                if (!aura->HasEffect(j))
                    continue;

                if (aura->GetSpellInfo()->Effects[j].BasePoints == 0)
                    aura->GetEffect(j)->ChangeAmount(int32(value * aura->GetSpellInfo()->Effects[j].BonusMultiplier));
            }
        }
    }
}
开发者ID:xIchigox,项目名称:SoDCore.434,代码行数:37,代码来源:StatSystem.cpp

示例6: SetFloatValue

void Player::UpdateMastery()
{
    if (!CanUseMastery())
    {
        SetFloatValue(PLAYER_MASTERY, 0.0f);
        return;
    }

    float value = GetTotalAuraModifier(SPELL_AURA_MASTERY);
    value += GetRatingBonusValue(CR_MASTERY);
    SetFloatValue(PLAYER_MASTERY, value);

    ChrSpecializationEntry const* chrSpec = sChrSpecializationStore.LookupEntry(GetActiveTalentSpec());
    if (!chrSpec)
        return;

    for (uint32 i = 0; i < MAX_MASTERY_SPELLS; ++i)
    {
        if (!chrSpec->MasterySpellID[i])
            continue;

        if (Aura* aura = GetAura(chrSpec->MasterySpellID[i]))
        {
            for (SpellEffectInfo const* effect : aura->GetSpellEffectInfos())
            {
                if (!effect)
                    continue;

                float mult = effect->BonusCoefficient;
                if (G3D::fuzzyEq(mult, 0.0f))
                    continue;

                aura->GetEffect(effect->EffectIndex)->ChangeAmount(int32(value * effect->BonusCoefficient));
            }
        }
    }
}
开发者ID:TrueWoW,项目名称:TrinityCore,代码行数:37,代码来源:StatSystem.cpp

示例7: getClass

void Player::UpdateParryPercentage()
{
    const float parry_cap[MAX_CLASSES] =
    {
        65.631440f,     // Warrior
        65.631440f,     // Paladin
        145.560408f,    // Hunter
        145.560408f,    // Rogue
        0.0f,           // Priest
        65.631440f,     // DK
        145.560408f,    // Shaman
        0.0f,           // Mage
        0.0f,           // Warlock
        0.0f,           // ??
        0.0f            // Druid
    };

    // No parry
    float value = 0.0f;
    uint32 pclass = getClass() - 1;
    if (CanParry() && parry_cap[pclass] > 0.0f)
    {
        // Base parry
        float nondiminishing = 5.0f;
        float diminishing = 0.0f;
        GetParryFromStrength(diminishing, nondiminishing);
        // Parry from rating
        diminishing += GetRatingBonusValue(CR_PARRY);
        // Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
        nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
        // apply diminishing formula to diminishing parry chance
        value = nondiminishing + diminishing * parry_cap[pclass] /
                (diminishing + parry_cap[pclass] * m_diminishing_k[pclass]);
        value = value < 0.0f ? 0.0f : value;
    }
    SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}
开发者ID:Calixa,项目名称:mangos-cata,代码行数:37,代码来源:StatSystem.cpp

示例8: SetFloatValue

void Player::UpdateMastery()
{
    if (!CanUseMastery())
    {
        SetFloatValue(PLAYER_FIELD_MASTERY, 0.0f);
        return;
    }

    float value = GetTotalAuraModifier(SPELL_AURA_MASTERY);
    value += GetRatingBonusValue(CR_MASTERY);
    SetFloatValue(PLAYER_FIELD_MASTERY, value);
    /*
    TalentTabEntry const* talentTab = sTalentTabStore.LookupEntry(GetTalentSpecialization(GetActiveSpec()));
    if (!talentTab)
        return;

    for (uint32 i = 0; i < MAX_MASTERY_SPELLS; ++i)
    {
        if (!talentTab->MasterySpellId[i])
            continue;

        if (Aura* aura = GetAura(talentTab->MasterySpellId[i]))
        {
            for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
            {
                if (!aura->HasEffect(j))
                    continue;

                float mult = aura->GetSpellInfo()->Effects[j].BonusMultiplier;
                if (G3D::fuzzyEq(mult, 0.0f))
                    continue;

                aura->GetEffect(j)->ChangeAmount(int32(value * aura->GetSpellInfo()->Effects[j].BonusMultiplier));
            }
        }
    }*/
}
开发者ID:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:37,代码来源:StatSystem.cpp

示例9: switch

void Player::UpdateCritPercentage(WeaponAttackType attType)
{
    BaseModGroup modGroup;
    uint16 index;
    CombatRating cr;

    switch (attType)
    {
        case OFF_ATTACK:
            modGroup = OFFHAND_CRIT_PERCENTAGE;
            index = PLAYER_FIELD_OFFHAND_CRIT_PERCENTAGE;
            cr = CR_CRIT_MELEE;
            break;
        case RANGED_ATTACK:
            modGroup = RANGED_CRIT_PERCENTAGE;
            index = PLAYER_FIELD_RANGED_CRIT_PERCENTAGE;
            cr = CR_CRIT_RANGED;
            break;
        case BASE_ATTACK:
        default:
            modGroup = CRIT_PERCENTAGE;
            index = PLAYER_FIELD_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;

    if (sWorld->getBoolConfig(CONFIG_STATS_LIMITS_ENABLE))
         value = value > sWorld->getFloatConfig(CONFIG_STATS_LIMITS_CRIT) ? sWorld->getFloatConfig(CONFIG_STATS_LIMITS_CRIT) : value;

    value = value < 0.0f ? 0.0f : value;
    SetStatFloatValue(index, value);
}
开发者ID:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:36,代码来源:StatSystem.cpp

示例10: GetRatingBonusValue

void Player::UpdateSpellHitChances()
{
    m_modSpellHitChance = (float)GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_HIT_CHANCE);
    m_modSpellHitChance += GetRatingBonusValue(CR_HIT_SPELL);
}
开发者ID:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:5,代码来源:StatSystem.cpp

示例11: getClass

void Player::UpdateDodgePercentage()
{
    // Table for base dodge values
    const int dodge_base[MAX_CLASSES] =
    {
        3, // Warrior
        3, // Paladin
        3, // Hunter
        3, // Rogue
        3, // Priest
        5, // DK
        3, // Shaman
        3, // Mage
        3, // Warlock
        3, // Monk
        5  // Druid
    };
    // Table for dodge cap values
    const float dodge_cap[MAX_CLASSES] =
    {
        90.6425f,       // Warrior
        66.567f,        // Paladin
        145.560408f,    // Hunter
        145.560408f,    // Rogue
        150.375940f,    // Priest
        90.6426f,       // DK
        66.567f,        // Shaman
        150.375940f,    // Mage
        150.375940f,    // Warlock
        501.253f,       // Monk
        150.375940f     // Druid
    };

    float diminishing = 0.0f, nondiminishing = 0.0f;
    uint32 pclass = getClass() - 1;
    // Warriors, Death Knights and Paladins no longer gain dodge from agility
    if (getClass() != CLASS_WARRIOR && getClass() != CLASS_DEATH_KNIGHT && getClass() != CLASS_PALADIN)
    {
        // TODO: research if talents/effects that increase total agility by x% should increase non-diminishing part
        float base_agility = GetCreateStat(STAT_AGILITY) * m_auraModifiersGroup[UNIT_MOD_STAT_START + STAT_AGILITY][BASE_PCT];
        float bonus_agility = GetTotalStatValue(STAT_AGILITY) - base_agility;
        float perc_cap = sObjectMgr->GetDodgeCapForClassLevel(pclass * GT_MAX_LEVEL + getLevel() - 1);

        // calculate diminishing (green in char screen) and non-diminishing (white) contribution
        diminishing = (bonus_agility / perc_cap) / ((bonus_agility / perc_cap) / dodge_cap[pclass] + m_diminishing_k[pclass]);
        nondiminishing = dodge_base[pclass] + base_agility / perc_cap;
    }
    else
        nondiminishing = dodge_base[pclass];

    // 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
    float value = nondiminishing + diminishing;

    if (sWorld->getBoolConfig(CONFIG_STATS_LIMITS_ENABLE))
        value = value > sWorld->getFloatConfig(CONFIG_STATS_LIMITS_DODGE) ? sWorld->getFloatConfig(CONFIG_STATS_LIMITS_DODGE) : value;

    value = value < 0.0f ? 0.0f : value;
    SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
}
开发者ID:Exodius,项目名称:chuspi,代码行数:63,代码来源:StatSystem.cpp

示例12: GetRatingBonusValue

void Player::UpdateArmorPenetration()
{
    m_armorPenetrationPct = GetRatingBonusValue(CR_ARMOR_PENETRATION);
}
开发者ID:Calixa,项目名称:mangos-cata,代码行数:4,代码来源:StatSystem.cpp

示例13: GetRatingBonusValue

void Player::UpdateRangedHitChances()
{
    m_modRangedHitChance = (float)GetTotalAuraModifier(SPELL_AURA_MOD_HIT_CHANCE);
    m_modRangedHitChance += GetRatingBonusValue(CR_HIT_RANGED);
    SetFloatValue(PLAYER_FIELD_UI_HIT_MODIFIER, (float)GetTotalAuraModifier(SPELL_AURA_MOD_HIT_CHANCE));
}
开发者ID:xIchigox,项目名称:SoDCore.434,代码行数:6,代码来源:StatSystem.cpp


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