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自学教程:C++ GetTotalAuraMultiplierByMiscValue函数代码示例

51自学网 2021-06-01 21:16:50
  C++
这篇教程C++ GetTotalAuraMultiplierByMiscValue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GetTotalAuraMultiplierByMiscValue函数的典型用法代码示例。如果您正苦于以下问题:C++ GetTotalAuraMultiplierByMiscValue函数的具体用法?C++ GetTotalAuraMultiplierByMiscValue怎么用?C++ GetTotalAuraMultiplierByMiscValue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GetTotalAuraMultiplierByMiscValue函数的11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: GetStat

void Player::UpdateManaRegen(){    float Intellect = GetStat(STAT_INTELLECT);    // Mana regen from spirit and intellect    float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen    power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);    // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura    float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;    // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura    AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);    for (auto i : regenAura)    {        Modifier* mod = i->GetModifier();        power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * mod->m_amount / 500.0f;    }    // Set regen rate in cast state apply only on spirit based regen    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);    if (modManaRegenInterrupt > 100)        modManaRegenInterrupt = 100;    SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f);    SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN, power_regen_mp5 + power_regen);}
开发者ID:MantisLord,项目名称:mangos-tbc,代码行数:27,


示例2: GetStat

void Player::UpdateManaRegen(){    float Intellect = GetStat(STAT_INTELLECT);    // Mana regen from spirit and intellect    float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen    power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);    // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura    float power_regen_mp5 = (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) + m_baseManaRegen) / 5.0f;    // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura    AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);    for (AuraEffectList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i)    {        power_regen_mp5 += GetStat(Stats((*i)->GetMiscValue())) * (*i)->GetAmount() / 500.0f;    }    // Set regen rate in cast state apply only on spirit based regen    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);    if (modManaRegenInterrupt > 100)        modManaRegenInterrupt = 100;    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, power_regen_mp5 + CalculatePct(power_regen, modManaRegenInterrupt));    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen_mp5 + power_regen);}
开发者ID:FirstCore,项目名称:FuckerCrazyEmu,代码行数:26,


示例3: OCTRegenMPPerSpirit

void Player::UpdateManaRegen(){    if (getPowerType() == POWER_MANA || getClass() == CLASS_DRUID)    {        // Mana regen from spirit        float spirit_regen = OCTRegenMPPerSpirit();        // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen        spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);        // SpiritRegen(SPI, INT, LEVEL) = (0.001 + (SPI x sqrt(INT) x BASE_REGEN[LEVEL])) x 5        if (GetStat(STAT_INTELLECT) > 0.0f)            spirit_regen *= sqrt(GetStat(STAT_INTELLECT));        // CombatRegen = 5% of Base Mana        float base_regen = GetCreateMana() * 0.01f + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;        // Set regen rate in cast state apply only on spirit based regen        int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);        SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt));        SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, 0.001f + spirit_regen + base_regen);    }    else if (getClass() == CLASS_HUNTER)        SetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, -0.2f);}
开发者ID:xIchigox,项目名称:SoDCore.434,代码行数:25,


示例4: GetCreateMana

void Player::UpdateManaRegen(){    float base_regen = GetCreateMana() * 0.01f;    // Mana regen from spirit and intellect    float spirit_regen = sqrt(GetStat(STAT_INTELLECT)) * OCTRegenMPPerSpirit();    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen    spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);    // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura    float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;    // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura    AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);    for (AuraList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i)    {        Modifier* mod = (*i)->GetModifier();        power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * mod->m_amount / 500.0f;    }    // Set regen rate in cast state apply only on spirit based regen    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);    if (modManaRegenInterrupt > 100)        modManaRegenInterrupt = 100;    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, base_regen + power_regen_mp5 + spirit_regen * modManaRegenInterrupt / 100.0f);    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, base_regen + 0.001f + power_regen_mp5 + spirit_regen);}
开发者ID:Calixa,项目名称:mangos-cata,代码行数:28,


示例5: GetStat

void Player::UpdateManaRegen(){    float Intellect = GetStat(STAT_INTELLECT);    // Mana regen from spirit and intellect    float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen    power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);    // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura    float power_regen_mp5 = (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) + m_baseManaRegen) / 5.0f;    // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura    AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);    for(AuraList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)    {        Modifier* mod = (*i)->GetModifier();        power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * mod->m_amount / 500.0f;    }    // Set regen rate in cast state apply only on spirit based regen    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);    if (modManaRegenInterrupt > 100)        modManaRegenInterrupt = 100;    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f);    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen_mp5 + power_regen);    if (IsInWorld())        CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_POWERREGEN, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS);}
开发者ID:MichaelFurth,项目名称:RCore,代码行数:30,


示例6: OCTRegenMPPerSpirit

void Player::UpdateManaRegen(){    if (GetPowerIndex(POWER_MANA) == MAX_POWERS)        return;    // Mana regen from spirit    float spirit_regen = OCTRegenMPPerSpirit();    float pctPerSec = 0.004f;    float netherBonus = 1.0f;     float regenRate = 1.0f;    uint32 baseMana = GetCreateMana();    // CombatRegen = 2-5% of Base Mana depending on class    // Warlock and Mage have 5% default regen    switch (getClass())    {        case CLASS_MAGE:            // According to reports by QA, Nether Attunement should give a 65% regen boost            if (HasAura(117957))                netherBonus = 1.13f;        case CLASS_WARLOCK:            // Base percent per second is higher for mages and warlocks            pctPerSec = 0.01f;            // Additionally add haste to the mana regen for Warlocks and Mages            if (HasAuraType(SPELL_AURA_MOD_MANA_REGEN_BY_HASTE))                regenRate = GetFloatValue(UNIT_MOD_HASTE_REGEN);            break;        case CLASS_DRUID:            // Druids should be calculated based off their mana pool after they gain Natural Insight            if (HasAura(112857))                baseMana *= 5;            break;        case CLASS_PALADIN:            // Paladins should be calculated based off their mana pool after they gain Holy Insight            if (HasAura(112859))                baseMana *= 5;            break;        case CLASS_SHAMAN:            // Shamans should be calculated based off their mana pool after they gain Spiritual Insight (also elemental shamans)            if (HasAura(112858) || HasAura(123099))                baseMana *= 5;            break;        default:            break;    }    float base_regen = (baseMana * pctPerSec * netherBonus) / regenRate + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f);    // Set regen rate in cast state apply only on spirit based regen    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);    // Questionable    base_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + GetPowerIndex(POWER_MANA), base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt));    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + GetPowerIndex(POWER_MANA), 0.001f + spirit_regen + base_regen);}
开发者ID:Exodius,项目名称:chuspi,代码行数:59,


示例7: GetStat

void Player::UpdateManaRegen(){    float Intellect = GetStat(STAT_INTELLECT);    // Mana regen from spirit and intellect    float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen    power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);    // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura    float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;    // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura    AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);    for (AuraList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)    {        Modifier* mod = (*i)->GetModifier();        power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * (*i)->GetModifierValue() / 500.0f;    }    // Bonus from some dummy auras    AuraMap const& mAuras = GetAuras();    for (AuraMap::const_iterator itr = mAuras.begin(); itr != mAuras.end(); ++itr)    {        // Aspect of the Viper        if (itr->second->GetId() == 34074)        {            power_regen_mp5 += itr->second->GetModifier()->m_amount * Intellect / 500.0f;            // Add regen bonus from level in this dummy            power_regen_mp5 += getLevel() * 35 / 100;        }        // Improved Water Shield (Totem of the Thunderhead)        if (itr->second->GetId() == 34318)        {            power_regen_mp5 += 0.4;//itr->second->GetSpellProto()->EffectMiscValue[1];        }    }    // Set regen rate in cast state apply only on spirit based regen    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);    if (modManaRegenInterrupt > 100)        modManaRegenInterrupt = 100;    SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f);    SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN, power_regen_mp5 + power_regen);}
开发者ID:Blumfield,项目名称:TBCPvP,代码行数:45,


示例8: OCTRegenMPPerSpirit

void Player::UpdateManaRegen(){    // Mana regen from spirit    float power_regen = OCTRegenMPPerSpirit();    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen    power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);    // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura    float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;    // Set regen rate in cast state apply only on spirit based regen    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);    if (modManaRegenInterrupt > 100)        { modManaRegenInterrupt = 100; }    m_modManaRegenInterrupt = power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f;    m_modManaRegen = power_regen_mp5 + power_regen;}
开发者ID:Chuck5ta,项目名称:server,代码行数:19,


示例9: GetPowerIndex

void Player::UpdateManaRegen(){    uint32 manaIndex = GetPowerIndex(POWER_MANA);    if (manaIndex == MAX_POWERS)        return;    // Mana regen from spirit    float spirit_regen = 0.0f;    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen    spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);    // CombatRegen = 5% of Base Mana    float base_regen = GetCreateMana() * 0.02f + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;    // Set regen rate in cast state apply only on spirit based regen    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + manaIndex, base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt));    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + manaIndex, 0.001f + spirit_regen + base_regen);}
开发者ID:brecky,项目名称:TrinityCore,代码行数:20,


示例10: GetStat

void Player::UpdateManaRegen(){    float Intellect = GetStat(STAT_INTELLECT);    // Mana regen from spirit    float power_regen = OCTRegenMPPerSpirit();    // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen    power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);    // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura    float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;    // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura    AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);    for(AuraList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)    {        Modifier* mod = (*i)->GetModifier();        power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * (*i)->GetModifierValue() / 500.0f;    }    // Bonus from some dummy auras    AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_PERIODIC_DUMMY);    for(AuraList::const_iterator i = mDummyAuras.begin();i != mDummyAuras.end(); ++i)        if((*i)->GetId() == 34074)                          // Aspect of the Viper        {            power_regen_mp5 += (*i)->GetModifier()->m_amount * Intellect / 500.0f;            // Add regen bonus from level in this dummy            power_regen_mp5 += getLevel() * 35 / 100;        }    // Set regen rate in cast state apply only on spirit based regen    int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);    if (modManaRegenInterrupt > 100)        modManaRegenInterrupt = 100;    m_modManaRegen[1] = power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f ; // recent cast    m_modManaRegen[0] = power_regen_mp5 + power_regen;}
开发者ID:mynew,项目名称:TrinityCore-1,代码行数:38,


示例11: OCTRegenMPPerSpirit

void Player::UpdateManaRegen(){    // Mana regen from spirit    float spirit_regen = OCTRegenMPPerSpirit();    spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);    float HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f;    float combat_regen = 0.004f * GetMaxPower(POWER_MANA) + spirit_regen + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f);    float base_regen = 0.004f * GetMaxPower(POWER_MANA) + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f);    if (getClass() == CLASS_WARLOCK)    {        combat_regen = 0.01f * GetMaxPower(POWER_MANA) + spirit_regen + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA);        base_regen = 0.01f * GetMaxPower(POWER_MANA) + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA);    }    // Mana Meditation && Meditation    if (HasAuraType(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT))        base_regen += 0.5 * spirit_regen; // Allows 50% of your mana regeneration from Spirit to continue while in combat.    // Rune of Power : Increase Mana regeneration by 100%    if (HasAura(116014))    {        combat_regen *= 2;        base_regen *= 2;    }    // Incanter's Ward : Increase Mana regen by 65%    if (HasAura(118858))    {        combat_regen *= 1.65f;        base_regen *= 1.65f;    }    // Chaotic Energy : Increase Mana regen by 625%    if (HasAura(111546))    {        // haste also increase your mana regeneration        HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f;        combat_regen = combat_regen + (combat_regen * 6.25f);        combat_regen *= HastePct;        base_regen = base_regen + (base_regen * 6.25f);        base_regen *= HastePct;    }    // Nether Attunement - 117957 : Haste also increase your mana regeneration    if (HasAura(117957))    {        HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f;        combat_regen *= HastePct;        base_regen *= HastePct;    }    // Mana Attunement : Increase Mana regen by 50%    if (HasAura(121039))    {        combat_regen = combat_regen + (combat_regen * 0.5f);        combat_regen *= HastePct;        base_regen = base_regen + (base_regen * 0.5f);        base_regen *= HastePct;    }    // Invocation : Decrease your mana regen by 50%    if (HasAura(114003))    {        combat_regen *= 0.5f;        base_regen *= 0.5f;    }        // Not In Combat : 2% of base mana + spirit_regen    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, base_regen);    // In Combat : 2% of base mana    SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, combat_regen);}
开发者ID:AlucardVoss,项目名称:Patchs,代码行数:70,



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