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自学教程:C++ GetRatingBonusValue函数代码示例

51自学网 2021-06-01 21:13:57
  C++
这篇教程C++ GetRatingBonusValue函数代码示例写得很实用,希望能帮到您。

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,您的评价将有助于我们的系统推荐出更棒的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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,


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,



注:本文中的GetRatingBonusValue函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


C++ GetRatingMod函数代码示例
C++ GetRating函数代码示例
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