Talk:Spell.dbc/EffectApplyAuraName: Difference between revisions

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(Created page with "&AuraEffect::HandleModRatingFromStat, //220 SPELL_AURA_MOD_RATING_FROM_STAT Each rating number is found in Unit.h, EffectMiscValue = 2^rating and all ratings = -1 Effect Misc...")
 
 
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&AuraEffect::HandleModRatingFromStat, //220 SPELL_AURA_MOD_RATING_FROM_STAT Each rating number is found in Unit.h, EffectMiscValue = 2^rating and all ratings = -1
== <sup>Specific Auras - Explained</sup> ==


Effect Misc Value will first be the stat being created, which will be one of these values ^ 2.
== &AuraEffect::HandleModRatingFromStat, //220 SPELL_AURA_MOD_RATING_FROM_STAT ==
 
'''Each rating number is found in Unit.h, EffectMiscValue = 2^rating and all ratings = -1'''
 
'''2^value means the value exponentially increased by two, meaning 2^0 is 1, 2^1 = 2, 2^2 = 4, 2^3 = 8, 2^4 = 16, 2^5 = 32, ect'''


enum CombatRating
{
     CR_WEAPON_SKILL            = 0,
     CR_WEAPON_SKILL            = 0,
     CR_DEFENSE_SKILL            = 1,
     CR_DEFENSE_SKILL            = 1,
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The second effect misc value in the next column over, will always be the stat it is created FROM, of which the values being:
'''The second misc value column, which will be 3 columns over, (i.e. if this is your first effect and the rating is in column 111, this value will be 114, column 112 will be 115, and 113 will be 116) will always be the stat it is created FROM, of which the values being:'''


enum UnitMods
     STAT_STRENGTH                      = 0,
{
     STAT_AGILITY                      = 1,
     UNIT_MOD_STAT_STRENGTH = 0,                                 //
     STAT_STAMINA                      = 2,
     UNIT_MOD_STAT_AGILITY = 1,
     STAT_INTELLECT                    = 3,
     UNIT_MOD_STAT_STAMINA = 2,
     STAT_SPIRIT                        = 4,
     UNIT_MOD_STAT_INTELLECT = 3,
     UNIT_MOD_STAT_SPIRIT = 4,
    UNIT_MOD_HEALTH = 5,
    UNIT_MOD_MANA = 6,                                          //
    UNIT_MOD_RAGE = 7,
    UNIT_MOD_FOCUS = 8,
    UNIT_MOD_ENERGY = 9,
    UNIT_MOD_HAPPINESS = 10,
    UNIT_MOD_RUNE = 11,
    UNIT_MOD_RUNIC_POWER = 12,
    UNIT_MOD_ARMOR = 13,                                        //
    UNIT_MOD_RESISTANCE_HOLY = 14,
    UNIT_MOD_RESISTANCE_FIRE = 15,
    UNIT_MOD_RESISTANCE_NATURE = 16,
    UNIT_MOD_RESISTANCE_FROST = 17,
    UNIT_MOD_RESISTANCE_SHADOW = 18,
    UNIT_MOD_RESISTANCE_ARCANE = 19,
    UNIT_MOD_ATTACK_POWER = 20,
    UNIT_MOD_ATTACK_POWER_RANGED = 21,
    UNIT_MOD_DAMAGE_MAINHAND = 22,
    UNIT_MOD_DAMAGE_OFFHAND = 23,
    UNIT_MOD_DAMAGE_RANGED = 24,




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Crow 28th February 2021
--[[User:Crow|Crow]] ([[User talk:Crow|talk]]) 17:15, 28 February 2021 (CET)

Latest revision as of 21:09, 11 April 2023

Specific Auras - Explained

&AuraEffect::HandleModRatingFromStat, //220 SPELL_AURA_MOD_RATING_FROM_STAT

Each rating number is found in Unit.h, EffectMiscValue = 2^rating and all ratings = -1

2^value means the value exponentially increased by two, meaning 2^0 is 1, 2^1 = 2, 2^2 = 4, 2^3 = 8, 2^4 = 16, 2^5 = 32, ect

   CR_WEAPON_SKILL             = 0,
   CR_DEFENSE_SKILL            = 1,
   CR_DODGE                    = 2,
   CR_PARRY                    = 3,
   CR_BLOCK                    = 4,
   CR_HIT_MELEE                = 5,
   CR_HIT_RANGED               = 6,
   CR_HIT_SPELL                = 7,
   CR_CRIT_MELEE               = 8,
   CR_CRIT_RANGED              = 9,
   CR_CRIT_SPELL               = 10,
   CR_HIT_TAKEN_MELEE          = 11,
   CR_HIT_TAKEN_RANGED         = 12,
   CR_HIT_TAKEN_SPELL          = 13,
   CR_CRIT_TAKEN_MELEE         = 14,
   CR_CRIT_TAKEN_RANGED        = 15,
   CR_CRIT_TAKEN_SPELL         = 16,
   CR_HASTE_MELEE              = 17,
   CR_HASTE_RANGED             = 18,
   CR_HASTE_SPELL              = 19,
   CR_WEAPON_SKILL_MAINHAND    = 20,
   CR_WEAPON_SKILL_OFFHAND     = 21,
   CR_WEAPON_SKILL_RANGED      = 22,
   CR_EXPERTISE                = 23,
   CR_ARMOR_PENETRATION        = 24


The second misc value column, which will be 3 columns over, (i.e. if this is your first effect and the rating is in column 111, this value will be 114, column 112 will be 115, and 113 will be 116) will always be the stat it is created FROM, of which the values being:

   STAT_STRENGTH                      = 0,
   STAT_AGILITY                       = 1,
   STAT_STAMINA                       = 2,
   STAT_INTELLECT                     = 3,
   STAT_SPIRIT                        = 4,






--Crow (talk) 17:15, 28 February 2021 (CET)