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C++ GetTotalStatValue函数代码示例

本文整理汇总了C++中GetTotalStatValue函数的典型用法代码示例。如果您正苦于以下问题:C++ GetTotalStatValue函数的具体用法?C++ GetTotalStatValue怎么用?C++ GetTotalStatValue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GetTotalStatValue函数的15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: GetTotalStatValue

bool Pet::UpdateStats(Stats stat)
{
    if(stat > STAT_SPIRIT || stat < STAT_STRENGTH )
        return false;

    // value = ((create_value + base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);
    SetStat(stat, int32(value));

    switch(stat)
    {
        case STAT_STRENGTH:
            UpdateAttackPowerAndDamage();
            break;
        case STAT_AGILITY:
            UpdateAttackPowerAndDamage(true);
            UpdateArmor();
            break;
        case STAT_STAMINA:
            UpdateMaxHealth();
            break;
        case STAT_INTELLECT:
            UpdateMaxPower(POWER_MANA);
            break;
        case STAT_SPIRIT:
        default:
            break;
    }
    return true;
}
开发者ID:MichaelFurth,项目名称:RCore,代码行数:30,代码来源:StatSystem.cpp

示例2: GetTotalStatValue

bool Player::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    SetStat(stat, int32(value));

    if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
    {
        Pet* pet = GetPet();
        if (pet)
            pet->UpdateStats(stat);
    }

    switch (stat)
    {
        case STAT_STRENGTH:
            break;
        case STAT_AGILITY:
            UpdateArmor();
            UpdateAllCritPercentages();
            UpdateDodgePercentage();
            break;
        case STAT_STAMINA:   UpdateMaxHealth(); break;
        case STAT_INTELLECT:
            UpdateMaxPower(POWER_MANA);
            UpdateAllSpellCritChances();
            UpdateArmor();                                  // SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
            break;

        case STAT_SPIRIT:
            break;

        default:
            break;
    }
    // Need update (exist AP from stat auras)
    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);

    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();

    // Update ratings in exist SPELL_AURA_MOD_RATING_FROM_STAT and only depends from stat
    uint32 mask = 0;
    AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
    for (AuraList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
        if (Stats((*i)->GetMiscBValue()) == stat)
            mask |= (*i)->GetMiscValue();
    if (mask)
    {
        for (uint32 rating = 0; rating < MAX_COMBAT_RATING; ++rating)
            if (mask & (1 << rating))
                ApplyRatingMod(CombatRating(rating), 0, true);
    }
    return true;
}
开发者ID:Calixa,项目名称:mangos-cata,代码行数:60,代码来源:StatSystem.cpp

示例3: GetTotalStatValue

bool Player::UpdateAllStats()
{
    for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
    {
        float value = GetTotalStatValue(Stats(i));
        SetStat(Stats(i), int32(value));
    }

    UpdateArmor();
    // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
    UpdateAttackPowerAndDamage(true);
    UpdateMaxHealth();

    for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
        UpdateMaxPower(Powers(i));

    UpdateAllRatings();
    UpdateAllCritPercentages();
    UpdateAllSpellCritChances();
    UpdateBlockPercentage();
    UpdateParryPercentage();
    UpdateDodgePercentage();
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();
    UpdateExpertise(BASE_ATTACK);
    UpdateExpertise(OFF_ATTACK);
    RecalculateRating(CR_ARMOR_PENETRATION);
    for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        UpdateResistances(i);

    return true;
}
开发者ID:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:32,代码来源:StatSystem.cpp

示例4: GetTotalStatValue

bool Player::UpdateAllStats()
{
    for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
    {
        float value = GetTotalStatValue(Stats(i));
        SetStat(Stats(i), (int32)value);
    }

    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);
    UpdateArmor();
    UpdateMaxHealth();

    for (int i = POWER_MANA; i < MAX_POWERS; ++i)
        { UpdateMaxPower(Powers(i)); }

    UpdateAllCritPercentages();
    UpdateAllSpellCritChances();
    UpdateDefenseBonusesMod();
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();
    for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        { UpdateResistances(i); }

    return true;
}
开发者ID:Chuck5ta,项目名称:server,代码行数:26,代码来源:StatSystem.cpp

示例5: GetTotalStatValue

bool Guardian::UpdateStats(Stats stat)
{
    if (stat >= MAX_STATS)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value = GetTotalStatValue(stat);
    SetStat(stat, int32(value));
    switch (stat)
    {
        case STAT_STRENGTH:
            UpdateAttackPowerAndDamage();
            break;
        case STAT_AGILITY:
            UpdateArmor();
            UpdateMeleeCritChance();
            break;
        case STAT_STAMINA:
            UpdateMaxHealth();
            break;
        case STAT_INTELLECT:
            UpdateMaxPower(POWER_MANA);
            UpdateSpellCritChance();
            break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
开发者ID:xIchigox,项目名称:SoDCore.434,代码行数:31,代码来源:StatSystem.cpp

示例6: GetTotalStatValue

bool Guardian::UpdateStats(Stats stat)
{
    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);
    ApplyStatBuffMod(stat, m_statFromOwner[stat], false);
    float ownersBonus = 0.0f;

    Unit* owner = GetOwner();
    // Handle Death Knight Glyphs and Talents
    float mod = 0.75f;
    if (IsPetGhoul() && (stat == STAT_STAMINA || stat == STAT_STRENGTH))
    {
        if (stat == STAT_STAMINA)
            mod = 0.3f; // Default Owner's Stamina scale
        else
            mod = 0.7f; // Default Owner's Strength scale

        ownersBonus = float(owner->GetStat(stat)) * mod;
        value += ownersBonus;
    }
    else if (stat == STAT_STAMINA)
    {
        ownersBonus = CalculatePct(owner->GetStat(STAT_STAMINA), 30);
        value += ownersBonus;
    }
                                                            //warlock's and mage's pets gain 30% of owner's intellect
    else if (stat == STAT_INTELLECT)
    {
        if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
        {
            ownersBonus = CalculatePct(owner->GetStat(stat), 30);
            value += ownersBonus;
        }
    }
/*
    else if (stat == STAT_STRENGTH)
    {
        if (IsPetGhoul())
            value += float(owner->GetStat(stat)) * 0.3f;
    }
*/

    SetStat(stat, int32(value));
    m_statFromOwner[stat] = ownersBonus;
    ApplyStatBuffMod(stat, m_statFromOwner[stat], true);

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        default:
            break;
    }

    return true;
}
开发者ID:brecky,项目名称:TrinityCore,代码行数:58,代码来源:StatSystem.cpp

示例7: GetTotalStatValue

bool Pet::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    Unit* owner = GetOwner();

    // chained, use original owner instead
    if (owner && owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->GetEntry() == GetEntry())
    {
        if (Unit* creator = GetCreator())
            owner = creator;
    }

    if (stat == STAT_STAMINA)
    {
        if(owner && owner->GetTypeId() == TYPEID_PLAYER  && owner->getClass() == CLASS_WARLOCK)
            value += float(owner->GetStat(stat)) * 0.75f;
        else if (owner)
            value += float(owner->GetStat(stat)) * 0.3f;
    }
    // warlock's and mage's pets gain 30% of owner's intellect
    else if (stat == STAT_INTELLECT && getPetType() == SUMMON_PET)
    {
        if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
            value += float(owner->GetStat(stat)) * 0.3f;
    }
    // deathknight's ghoul gain 100% of owner's strength
    else if (stat == STAT_STRENGTH && getPetType() == SUMMON_PET)
    {
        if (owner && (owner->getClass() == CLASS_DEATH_KNIGHT))
        {
            value += float(owner->GetStat(stat)) * 1.0f;
        }
    }

    SetStat(stat, int32(value));

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
开发者ID:MI7J,项目名称:mangos,代码行数:54,代码来源:StatSystem.cpp

示例8: GetTotalStatValue

bool Guardian::UpdateStats(Stats stat)
{
    if (stat >= MAX_STATS)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value = GetTotalStatValue(stat);
    ApplyStatBuffMod(stat, m_statFromOwner[stat], false);
    float ownersBonus = 0.0f;

    Unit *owner = GetOwner();
    if (stat == STAT_STAMINA)
    {
        if (owner->getClass() == CLASS_WARLOCK && isPet() || isHunterPet())
        {
            // TOTAL_PCT should be applied after ownersBonus
            UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat);
            value *= (1.0f / m_auraModifiersGroup[unitMod][TOTAL_PCT]) ;
            ownersBonus = CalculatePct(owner->GetStat(stat), 30);
            value += ownersBonus;
            value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
        }
    }
    else if (stat == STAT_INTELLECT)
    {
        // Warlock and Mage pets gain 30% of owners intellect
        if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
        {
            // TOTAL_PCT should be applied after ownersBonus
            UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat);
            value *= (1.0f / m_auraModifiersGroup[unitMod][TOTAL_PCT]) ;
            ownersBonus = CalculatePct(owner->GetStat(stat), 30);
            value += ownersBonus;
            value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
        }
    }

    SetStat(stat, int32(value));
    m_statFromOwner[stat] = ownersBonus;
    ApplyStatBuffMod(stat, m_statFromOwner[stat], true);

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
开发者ID:Blumfield,项目名称:TBCPvP,代码行数:54,代码来源:StatSystem.cpp

示例9: GetTotalStatValue

bool Player::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    SetStat(stat, int32(value));

    if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
    {
        Pet* pet = GetPet();
        if (pet)
            pet->UpdateStats(stat);
    }

    switch (stat)
    {
    case STAT_STRENGTH:
        UpdateAttackPowerAndDamage();
        UpdateShieldBlockValue();
        break;
    case STAT_AGILITY:
        UpdateArmor();
        UpdateAttackPowerAndDamage(true);
        if (getClass() == CLASS_ROGUE || getClass() == CLASS_HUNTER || (getClass() == CLASS_DRUID && m_form == FORM_CAT))
            UpdateAttackPowerAndDamage();

        UpdateAllCritPercentages();
        UpdateDodgePercentage();
        break;
    case STAT_STAMINA:
        UpdateMaxHealth();
        break;
    case STAT_INTELLECT:
        UpdateMaxPower(POWER_MANA);
        UpdateAllSpellCritChances();
        UpdateAttackPowerAndDamage(true);               //SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, only intellect currently
        UpdateArmor();                                  //SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
        break;

    case STAT_SPIRIT:
        break;

    default:
        break;
    }
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();

    return true;
}
开发者ID:gitter-badger,项目名称:OregonCore,代码行数:53,代码来源:StatSystem.cpp

示例10: GetTotalStatValue

bool Player::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    SetStat(stat, int32(value));

    if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
    {
        Pet* pet = GetPet();
        if (pet)
            pet->UpdateStats(stat);
    }

    switch (stat)
    {
    case STAT_STRENGTH:
        UpdateShieldBlockValue();
        break;
    case STAT_AGILITY:
        UpdateArmor();
        UpdateAllCritPercentages();
        UpdateDodgePercentage();
        break;
    case STAT_STAMINA:
        UpdateMaxHealth();
        break;
    case STAT_INTELLECT:
        UpdateMaxPower(POWER_MANA);
        UpdateAllSpellCritChances();
        UpdateArmor();                                  // SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
        break;

    case STAT_SPIRIT:
        break;

    default:
        break;
    }
    // Need update (exist AP from stat auras)
    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);

    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();

    return true;
}
开发者ID:vanasis,项目名称:blizzlikecore,代码行数:51,代码来源:StatSystem.cpp

示例11: GetTotalStatValue

bool Pet::UpdateStats(Stats stat)
{
    if(stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    Unit *owner = GetOwner();
    if ( stat == STAT_STAMINA )
    {
        if(owner)
        {
            float scale_coeff = 0.3f;
            switch (owner->getClass())
            {
                case CLASS_HUNTER:
                    scale_coeff = 0.45f;
                    break;
                case CLASS_WARLOCK:
                    scale_coeff = 0.75f;
                    break;
            }
            value += float(owner->GetStat(stat)) * scale_coeff;
        }
    }
                                                            //warlock's and mage's pets gain 30% of owner's intellect
    else if ( stat == STAT_INTELLECT && getPetType() == SUMMON_PET )
    {
        if(owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE) )
            value += float(owner->GetStat(stat)) * 0.3f;
    }

    SetStat(stat, int32(value));

    switch(stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
开发者ID:Jaboo,项目名称:Valhalla-Project,代码行数:48,代码来源:StatSystem.cpp

示例12: GetTotalStatValue

bool Pet::UpdateStats(Stats stat)
{
    if(stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    Unit *owner = GetOwner();
    if (owner)
    {
        switch(stat)
        {
            case STAT_STAMINA:
                // warlock's pets gain 75% of owner's stamina
                if (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
                    value += owner->GetStat(stat) * 0.75f;
                else
                {
                    if (getPetType() == SUMMON_PET || getPetType() == HUNTER_PET || owner->getClass() == CLASS_DEATH_KNIGHT)
                        value += owner->GetStat(stat) * 0.3f;
                }
                break;
            case STAT_INTELLECT:
                // warlock's and mage's pets gain 30% of owner's intellect
                if (getPetType() == SUMMON_PET && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
                    value += owner->GetStat(stat) * 0.3f;
                break;
        };
    }

    SetStat(stat, int32(value));

    switch(stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
开发者ID:marx123,项目名称:core,代码行数:46,代码来源:StatSystem.cpp

示例13: GetTotalStatValue

bool Player::UpdateAllStats()
{
    for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
    {
        float value = GetTotalStatValue(Stats(i));
        SetStat(Stats(i), (int32)value);
    }

    UpdateArmor();
    // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
    UpdateAttackPowerAndDamage(true);
    UpdateMaxHealth();

    for (uint32 i = 0; i <= sChrPowerTypesStore.GetNumRows(); i++)
    {
        ChrPowerTypesEntry const* cEntry = sChrPowerTypesStore.LookupEntry(i);

        if (!cEntry)
            continue;

        if (getClass() != cEntry->classId)
            continue;

        if (cEntry->power == 10)
            continue;

        SetMaxPower(Powers(cEntry->power),  uint32(GetCreatePowers(Powers(cEntry->power))));
    }

    UpdateAllRatings();
    UpdateAllCritPercentages();
    UpdateAllSpellCritChances();
    UpdateDefenseBonusesMod();
    UpdateShieldBlockValue();
    UpdateArmorPenetration();
    UpdateSpellDamageAndHealingBonus();
    UpdateManaRegen();
    UpdateExpertise(BASE_ATTACK);
    UpdateExpertise(OFF_ATTACK);
    for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
        UpdateResistances(i);

    return true;
}
开发者ID:Shutok,项目名称:StrawberryCore-501Beta,代码行数:44,代码来源:StatSystem.cpp

示例14: GetTotalStatValue

bool Guardian::UpdateStats(Stats stat)
{ 
    if (stat >= MAX_STATS)
        return false;

	float value = GetTotalStatValue(stat);
    SetStat(stat, int32(value));

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        //case STAT_SPIRIT:
    }

    return true;
}
开发者ID:Cryostorm,项目名称:SunwellCore,代码行数:19,代码来源:StatSystem.cpp

示例15: GetTotalStatValue

bool Pet::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);
    CreatureInfo const *cinfo = GetCreatureInfo(); 

    Unit *owner = GetOwner();

    // chained, use original owner instead
    if (owner && owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->GetEntry() == GetEntry())
        if (Unit *creator = GetCreator())
            owner = creator;

    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        float scale_coeff = 0.0f;
        switch(stat)
        {
            case STAT_STRENGTH:
            {
                if (owner->getClass() == CLASS_DEATH_KNIGHT)
                {
                    if (getPetType() == SUMMON_PET)
                    {
                        scale_coeff = 0.7f;
                        // Ravenous Dead
                        if (SpellEntry const* spell = ((Player*)owner)->GetKnownTalentRankById(1934))
                            scale_coeff *= 1.0f + spell->CalculateSimpleValue(EFFECT_INDEX_1) / 100.0f;
                        // Glyph of Ghoul
                        if (Aura *glyph = owner->GetDummyAura(58686))
                            scale_coeff += glyph->GetModifier()->m_amount / 100.0f;
                    }
                }
                break;
            }
            case STAT_STAMINA:
            {
                scale_coeff = 0.3f;
                switch (owner->getClass())
                {
                    case CLASS_HUNTER:
                    {
                        scale_coeff = 0.45f;
                        //Wild Hunt
                        uint32 bonus_id = 0;
                        if (HasSpell(62762))
                            bonus_id = 62762;
                        else if (HasSpell(62758))
                            bonus_id = 62758;
                        if (const SpellEntry *bonusProto = sSpellStore.LookupEntry(bonus_id)) 
                            scale_coeff *= 1 + bonusProto->CalculateSimpleValue(EFFECT_INDEX_0) / 100.0f;
                        break;
                    }
                    case CLASS_WARLOCK:
                    {
                        scale_coeff = 0.75f;
                        break;
                    }
                    case CLASS_DEATH_KNIGHT:
                    {
                        if (getPetType() == SUMMON_PET)
                        {
                            // Ravenous Dead
                            if (owner->GetTypeId() == TYPEID_PLAYER)
                                if (SpellEntry const* spell = ((Player*)owner)->GetKnownTalentRankById(1934))
                                    scale_coeff *= 1.0f + spell->CalculateSimpleValue(EFFECT_INDEX_1) / 100.0f;
                            // Glyph of Ghoul
                            if (Aura *glyph = owner->GetDummyAura(58686))
                                scale_coeff += glyph->GetModifier()->m_amount / 100.0f;
                        }
                        break; 
                    }
                    case CLASS_DRUID:
                    {
                        
                        //For treants, use 70% of stamina / 3 treants, guessed
                        scale_coeff = 0.7f / 3.0f; 
                        break;
                    }
                }
                break;
            }
            case STAT_INTELLECT:
            {
                //warlock's and mage's pets gain 30% of owner's intellect
                if (getPetType() == SUMMON_PET)
                {
                    if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE) )
                        scale_coeff = 0.3f;
                }
                break;
            }
        }
        value += float(owner->GetStat(stat)) * scale_coeff;
    }
    SetStat(stat, int32(value));

//.........这里部分代码省略.........
开发者ID:Archives,项目名称:try,代码行数:101,代码来源:StatSystem.cpp


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