Bots will not benefit from heroic stats, focus effects like a client

This commit is contained in:
Natedog2012 2015-05-28 13:56:39 -07:00
parent 95243fd6ce
commit 235d6b6c48
2 changed files with 376 additions and 178 deletions

View File

@ -5836,10 +5836,10 @@ void Bot::PerformTradeWithClient(int16 beginSlotID, int16 endSlotID, Client* cli
}
}
if(inst) {
client->DeleteItemInInventory(i, 0, UpdateClient);
if(!botCanWear[i]) {
client->PushItemOnCursor(*inst, true);
}
client->DeleteItemInInventory(i, 0, UpdateClient);
}
}
@ -9564,8 +9564,9 @@ bool Bot::DoFinishedSpellGroupTarget(uint16 spell_id, Mob* spellTarget, uint16 s
}
void Bot::CalcBonuses() {
memset(&itembonuses, 0, sizeof(StatBonuses));
GenerateBaseStats();
CalcItemBonuses();
CalcItemBonuses(&itembonuses);
CalcSpellBonuses(&spellbonuses);
GenerateAABonuses(&aabonuses);
SetAttackTimer();
@ -10814,191 +10815,386 @@ void Bot::ProcessBotInspectionRequest(Bot* inspectedBot, Client* client) {
}
}
void Bot::CalcItemBonuses()
void Bot::CalcItemBonuses(StatBonuses* newbon)
{
memset(&itembonuses, 0, sizeof(StatBonuses));
const Item_Struct* itemtmp = 0;
for (int i = EmuConstants::EQUIPMENT_BEGIN; i <= EmuConstants::EQUIPMENT_END; ++i) {
const ItemInst* item = GetBotItem(i);
if(item) {
for(int j = AUG_BEGIN; j < EmuConstants::ITEM_COMMON_SIZE; ++j) {
const ItemInst* aug = item->GetAugment(j);
if(aug) {
itemtmp = aug->GetItem();
if(itemtmp->AC != 0)
itembonuses.AC += itemtmp->AC;
if(itemtmp->HP != 0)
itembonuses.HP += itemtmp->HP;
if(itemtmp->Mana != 0)
itembonuses.Mana += itemtmp->Mana;
if(itemtmp->Endur != 0)
itembonuses.Endurance += itemtmp->Endur;
if(itemtmp->AStr != 0)
itembonuses.STR += itemtmp->AStr;
if(itemtmp->ASta != 0)
itembonuses.STA += itemtmp->ASta;
if(itemtmp->ADex != 0)
itembonuses.DEX += itemtmp->ADex;
if(itemtmp->AAgi != 0)
itembonuses.AGI += itemtmp->AAgi;
if(itemtmp->AInt != 0)
itembonuses.INT += itemtmp->AInt;
if(itemtmp->AWis != 0)
itembonuses.WIS += itemtmp->AWis;
if(itemtmp->ACha != 0)
itembonuses.CHA += itemtmp->ACha;
if(itemtmp->MR != 0)
itembonuses.MR += itemtmp->MR;
if(itemtmp->FR != 0)
itembonuses.FR += itemtmp->FR;
if(itemtmp->CR != 0)
itembonuses.CR += itemtmp->CR;
if(itemtmp->PR != 0)
itembonuses.PR += itemtmp->PR;
if(itemtmp->DR != 0)
itembonuses.DR += itemtmp->DR;
if(itemtmp->SVCorruption != 0)
itembonuses.Corrup += itemtmp->SVCorruption;
if(itemtmp->Regen != 0)
itembonuses.HPRegen += itemtmp->Regen;
if(itemtmp->ManaRegen != 0)
itembonuses.ManaRegen += itemtmp->ManaRegen;
if(itemtmp->Attack != 0)
itembonuses.ATK += itemtmp->Attack;
if(itemtmp->DamageShield != 0)
itembonuses.DamageShield += itemtmp->DamageShield;
if(itemtmp->SpellShield != 0)
itembonuses.SpellDamageShield += itemtmp->SpellShield;
if(itemtmp->Shielding != 0)
itembonuses.MeleeMitigation += itemtmp->Shielding;
if(itemtmp->StunResist != 0)
itembonuses.StunResist += itemtmp->StunResist;
if(itemtmp->StrikeThrough != 0)
itembonuses.StrikeThrough += itemtmp->StrikeThrough;
if(itemtmp->Avoidance != 0)
itembonuses.AvoidMeleeChance += itemtmp->Avoidance;
if(itemtmp->Accuracy != 0)
itembonuses.HitChance += itemtmp->Accuracy;
if(itemtmp->CombatEffects != 0)
itembonuses.ProcChance += itemtmp->CombatEffects;
if(itemtmp->Haste != 0)
if(itembonuses.haste < itemtmp->Haste)
itembonuses.haste = itemtmp->Haste;
if(GetClass() == BARD && itemtmp->BardValue != 0) {
if(itemtmp->BardType == ItemTypeBrassInstrument)
itembonuses.brassMod += itemtmp->BardValue;
else if(itemtmp->BardType == ItemTypePercussionInstrument)
itembonuses.percussionMod += itemtmp->BardValue;
else if(itemtmp->BardType == ItemTypeSinging)
itembonuses.singingMod += itemtmp->BardValue;
else if(itemtmp->BardType == ItemTypeStringedInstrument)
itembonuses.stringedMod += itemtmp->BardValue;
else if(itemtmp->BardType == ItemTypeWindInstrument)
itembonuses.windMod += itemtmp->BardValue;
else if(itemtmp->BardType == ItemTypeAllInstrumentTypes) {
itembonuses.brassMod += itemtmp->BardValue;
itembonuses.percussionMod += itemtmp->BardValue;
itembonuses.singingMod += itemtmp->BardValue;
itembonuses.stringedMod += itemtmp->BardValue;
itembonuses.windMod += itemtmp->BardValue;
}
}
if ((itemtmp->Worn.Effect != 0) && (itemtmp->Worn.Type == ET_WornEffect)) { // latent effects
ApplySpellsBonuses(itemtmp->Worn.Effect, itemtmp->Worn.Level, &itembonuses,0,itemtmp->Worn.Type);
}
}
}
itemtmp = item->GetItem();
if(itemtmp->AC != 0)
itembonuses.AC += itemtmp->AC;
if(itemtmp->HP != 0)
itembonuses.HP += itemtmp->HP;
if(itemtmp->Mana != 0)
itembonuses.Mana += itemtmp->Mana;
if(itemtmp->Endur != 0)
itembonuses.Endurance += itemtmp->Endur;
if(itemtmp->AStr != 0)
itembonuses.STR += itemtmp->AStr;
if(itemtmp->ASta != 0)
itembonuses.STA += itemtmp->ASta;
if(itemtmp->ADex != 0)
itembonuses.DEX += itemtmp->ADex;
if(itemtmp->AAgi != 0)
itembonuses.AGI += itemtmp->AAgi;
if(itemtmp->AInt != 0)
itembonuses.INT += itemtmp->AInt;
if(itemtmp->AWis != 0)
itembonuses.WIS += itemtmp->AWis;
if(itemtmp->ACha != 0)
itembonuses.CHA += itemtmp->ACha;
if(itemtmp->MR != 0)
itembonuses.MR += itemtmp->MR;
if(itemtmp->FR != 0)
itembonuses.FR += itemtmp->FR;
if(itemtmp->CR != 0)
itembonuses.CR += itemtmp->CR;
if(itemtmp->PR != 0)
itembonuses.PR += itemtmp->PR;
if(itemtmp->DR != 0)
itembonuses.DR += itemtmp->DR;
if(itemtmp->SVCorruption != 0)
itembonuses.Corrup += itemtmp->SVCorruption;
if(itemtmp->Regen != 0)
itembonuses.HPRegen += itemtmp->Regen;
if(itemtmp->ManaRegen != 0)
itembonuses.ManaRegen += itemtmp->ManaRegen;
if(itemtmp->Attack != 0)
itembonuses.ATK += itemtmp->Attack;
if(itemtmp->DamageShield != 0)
itembonuses.DamageShield += itemtmp->DamageShield;
if(itemtmp->SpellShield != 0)
itembonuses.SpellDamageShield += itemtmp->SpellShield;
if(itemtmp->Shielding != 0)
itembonuses.MeleeMitigation += itemtmp->Shielding;
if(itemtmp->StunResist != 0)
itembonuses.StunResist += itemtmp->StunResist;
if(itemtmp->StrikeThrough != 0)
itembonuses.StrikeThrough += itemtmp->StrikeThrough;
if(itemtmp->Avoidance != 0)
itembonuses.AvoidMeleeChance += itemtmp->Avoidance;
if(itemtmp->Accuracy != 0)
itembonuses.HitChance += itemtmp->Accuracy;
if(itemtmp->CombatEffects != 0)
itembonuses.ProcChance += itemtmp->CombatEffects;
if(itemtmp->Haste != 0)
if(itembonuses.haste < itemtmp->Haste)
itembonuses.haste = itemtmp->Haste;
if(GetClass() == BARD && itemtmp->BardValue != 0) {
if(itemtmp->BardType == ItemTypeBrassInstrument)
itembonuses.brassMod += itemtmp->BardValue;
else if(itemtmp->BardType == ItemTypePercussionInstrument)
itembonuses.percussionMod += itemtmp->BardValue;
else if(itemtmp->BardType == ItemTypeSinging)
itembonuses.singingMod += itemtmp->BardValue;
else if(itemtmp->BardType == ItemTypeStringedInstrument)
itembonuses.stringedMod += itemtmp->BardValue;
else if(itemtmp->BardType == ItemTypeWindInstrument)
itembonuses.windMod += itemtmp->BardValue;
else if(itemtmp->BardType == ItemTypeAllInstrumentTypes) {
itembonuses.brassMod += itemtmp->BardValue;
itembonuses.percussionMod += itemtmp->BardValue;
itembonuses.singingMod += itemtmp->BardValue;
itembonuses.stringedMod += itemtmp->BardValue;
itembonuses.windMod += itemtmp->BardValue;
}
}
if ((itemtmp->Worn.Effect != 0) && (itemtmp->Worn.Type == ET_WornEffect)) { // latent effects
ApplySpellsBonuses(itemtmp->Worn.Effect, itemtmp->Worn.Level, &itembonuses,0,itemtmp->Worn.Type);
}
AddItemBonuses(item, newbon);
}
}
}
void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, bool isTribute) {
if(!inst || !inst->IsType(ItemClassCommon))
{
return;
}
if(inst->GetAugmentType()==0 && isAug == true)
{
return;
}
const Item_Struct *item = inst->GetItem();
if(!isTribute && !inst->IsEquipable(GetBaseRace(),GetClass()))
{
if(item->ItemType != ItemTypeFood && item->ItemType != ItemTypeDrink)
return;
}
if(GetLevel() < item->ReqLevel)
{
return;
}
if(GetLevel() >= item->RecLevel)
{
newbon->AC += item->AC;
newbon->HP += item->HP;
newbon->Mana += item->Mana;
newbon->Endurance += item->Endur;
newbon->ATK += item->Attack;
newbon->STR += (item->AStr + item->HeroicStr);
newbon->STA += (item->ASta + item->HeroicSta);
newbon->DEX += (item->ADex + item->HeroicDex);
newbon->AGI += (item->AAgi + item->HeroicAgi);
newbon->INT += (item->AInt + item->HeroicInt);
newbon->WIS += (item->AWis + item->HeroicWis);
newbon->CHA += (item->ACha + item->HeroicCha);
newbon->MR += (item->MR + item->HeroicMR);
newbon->FR += (item->FR + item->HeroicFR);
newbon->CR += (item->CR + item->HeroicCR);
newbon->PR += (item->PR + item->HeroicPR);
newbon->DR += (item->DR + item->HeroicDR);
newbon->Corrup += (item->SVCorruption + item->HeroicSVCorrup);
newbon->STRCapMod += item->HeroicStr;
newbon->STACapMod += item->HeroicSta;
newbon->DEXCapMod += item->HeroicDex;
newbon->AGICapMod += item->HeroicAgi;
newbon->INTCapMod += item->HeroicInt;
newbon->WISCapMod += item->HeroicWis;
newbon->CHACapMod += item->HeroicCha;
newbon->MRCapMod += item->HeroicMR;
newbon->CRCapMod += item->HeroicFR;
newbon->FRCapMod += item->HeroicCR;
newbon->PRCapMod += item->HeroicPR;
newbon->DRCapMod += item->HeroicDR;
newbon->CorrupCapMod += item->HeroicSVCorrup;
newbon->HeroicSTR += item->HeroicStr;
newbon->HeroicSTA += item->HeroicSta;
newbon->HeroicDEX += item->HeroicDex;
newbon->HeroicAGI += item->HeroicAgi;
newbon->HeroicINT += item->HeroicInt;
newbon->HeroicWIS += item->HeroicWis;
newbon->HeroicCHA += item->HeroicCha;
newbon->HeroicMR += item->HeroicMR;
newbon->HeroicFR += item->HeroicFR;
newbon->HeroicCR += item->HeroicCR;
newbon->HeroicPR += item->HeroicPR;
newbon->HeroicDR += item->HeroicDR;
newbon->HeroicCorrup += item->HeroicSVCorrup;
}
else
{
int lvl = GetLevel();
int reclvl = item->RecLevel;
newbon->AC += CalcRecommendedLevelBonus( lvl, reclvl, item->AC );
newbon->HP += CalcRecommendedLevelBonus( lvl, reclvl, item->HP );
newbon->Mana += CalcRecommendedLevelBonus( lvl, reclvl, item->Mana );
newbon->Endurance += CalcRecommendedLevelBonus( lvl, reclvl, item->Endur );
newbon->ATK += CalcRecommendedLevelBonus( lvl, reclvl, item->Attack );
newbon->STR += CalcRecommendedLevelBonus( lvl, reclvl, (item->AStr + item->HeroicStr) );
newbon->STA += CalcRecommendedLevelBonus( lvl, reclvl, (item->ASta + item->HeroicSta) );
newbon->DEX += CalcRecommendedLevelBonus( lvl, reclvl, (item->ADex + item->HeroicDex) );
newbon->AGI += CalcRecommendedLevelBonus( lvl, reclvl, (item->AAgi + item->HeroicAgi) );
newbon->INT += CalcRecommendedLevelBonus( lvl, reclvl, (item->AInt + item->HeroicInt) );
newbon->WIS += CalcRecommendedLevelBonus( lvl, reclvl, (item->AWis + item->HeroicWis) );
newbon->CHA += CalcRecommendedLevelBonus( lvl, reclvl, (item->ACha + item->HeroicCha) );
newbon->MR += CalcRecommendedLevelBonus( lvl, reclvl, (item->MR + item->HeroicMR) );
newbon->FR += CalcRecommendedLevelBonus( lvl, reclvl, (item->FR + item->HeroicFR) );
newbon->CR += CalcRecommendedLevelBonus( lvl, reclvl, (item->CR + item->HeroicCR) );
newbon->PR += CalcRecommendedLevelBonus( lvl, reclvl, (item->PR + item->HeroicPR) );
newbon->DR += CalcRecommendedLevelBonus( lvl, reclvl, (item->DR + item->HeroicDR) );
newbon->Corrup += CalcRecommendedLevelBonus( lvl, reclvl, (item->SVCorruption + item->HeroicSVCorrup) );
newbon->STRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicStr );
newbon->STACapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSta );
newbon->DEXCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDex );
newbon->AGICapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicAgi );
newbon->INTCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicInt );
newbon->WISCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicWis );
newbon->CHACapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCha );
newbon->MRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicMR );
newbon->CRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicFR );
newbon->FRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCR );
newbon->PRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicPR );
newbon->DRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDR );
newbon->CorrupCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSVCorrup );
newbon->HeroicSTR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicStr );
newbon->HeroicSTA += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSta );
newbon->HeroicDEX += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDex );
newbon->HeroicAGI += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicAgi );
newbon->HeroicINT += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicInt );
newbon->HeroicWIS += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicWis );
newbon->HeroicCHA += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCha );
newbon->HeroicMR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicMR );
newbon->HeroicFR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicFR );
newbon->HeroicCR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCR );
newbon->HeroicPR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicPR );
newbon->HeroicDR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDR );
newbon->HeroicCorrup += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSVCorrup );
}
//FatherNitwit: New style haste, shields, and regens
if(newbon->haste < (int32)item->Haste) {
newbon->haste = item->Haste;
}
if(item->Regen > 0)
newbon->HPRegen += item->Regen;
if(item->ManaRegen > 0)
newbon->ManaRegen += item->ManaRegen;
if(item->EnduranceRegen > 0)
newbon->EnduranceRegen += item->EnduranceRegen;
if(item->DamageShield > 0) {
if((newbon->DamageShield + item->DamageShield) > RuleI(Character, ItemDamageShieldCap))
newbon->DamageShield = RuleI(Character, ItemDamageShieldCap);
else
newbon->DamageShield += item->DamageShield;
}
if(item->SpellShield > 0) {
if((newbon->SpellShield + item->SpellShield) > RuleI(Character, ItemSpellShieldingCap))
newbon->SpellShield = RuleI(Character, ItemSpellShieldingCap);
else
newbon->SpellShield += item->SpellShield;
}
if(item->Shielding > 0) {
if((newbon->MeleeMitigation + item->Shielding) > RuleI(Character, ItemShieldingCap))
newbon->MeleeMitigation = RuleI(Character, ItemShieldingCap);
else
newbon->MeleeMitigation += item->Shielding;
}
if(item->StunResist > 0) {
if((newbon->StunResist + item->StunResist) > RuleI(Character, ItemStunResistCap))
newbon->StunResist = RuleI(Character, ItemStunResistCap);
else
newbon->StunResist += item->StunResist;
}
if(item->StrikeThrough > 0) {
if((newbon->StrikeThrough + item->StrikeThrough) > RuleI(Character, ItemStrikethroughCap))
newbon->StrikeThrough = RuleI(Character, ItemStrikethroughCap);
else
newbon->StrikeThrough += item->StrikeThrough;
}
if(item->Avoidance > 0) {
if((newbon->AvoidMeleeChance + item->Avoidance) > RuleI(Character, ItemAvoidanceCap))
newbon->AvoidMeleeChance = RuleI(Character, ItemAvoidanceCap);
else
newbon->AvoidMeleeChance += item->Avoidance;
}
if(item->Accuracy > 0) {
if((newbon->HitChance + item->Accuracy) > RuleI(Character, ItemAccuracyCap))
newbon->HitChance = RuleI(Character, ItemAccuracyCap);
else
newbon->HitChance += item->Accuracy;
}
if(item->CombatEffects > 0) {
if((newbon->ProcChance + item->CombatEffects) > RuleI(Character, ItemCombatEffectsCap))
newbon->ProcChance = RuleI(Character, ItemCombatEffectsCap);
else
newbon->ProcChance += item->CombatEffects;
}
if(item->DotShielding > 0) {
if((newbon->DoTShielding + item->DotShielding) > RuleI(Character, ItemDoTShieldingCap))
newbon->DoTShielding = RuleI(Character, ItemDoTShieldingCap);
else
newbon->DoTShielding += item->DotShielding;
}
if(item->HealAmt > 0) {
if((newbon->HealAmt + item->HealAmt) > RuleI(Character, ItemHealAmtCap))
newbon->HealAmt = RuleI(Character, ItemHealAmtCap);
else
newbon->HealAmt += item->HealAmt;
}
if(item->SpellDmg > 0) {
if((newbon->SpellDmg + item->SpellDmg) > RuleI(Character, ItemSpellDmgCap))
newbon->SpellDmg = RuleI(Character, ItemSpellDmgCap);
else
newbon->SpellDmg += item->SpellDmg;
}
if(item->Clairvoyance > 0) {
if((newbon->Clairvoyance + item->Clairvoyance) > RuleI(Character, ItemClairvoyanceCap))
newbon->Clairvoyance = RuleI(Character, ItemClairvoyanceCap);
else
newbon->Clairvoyance += item->Clairvoyance;
}
if(item->DSMitigation > 0) {
if((newbon->DSMitigation + item->DSMitigation) > RuleI(Character, ItemDSMitigationCap))
newbon->DSMitigation = RuleI(Character, ItemDSMitigationCap);
else
newbon->DSMitigation += item->DSMitigation;
}
if (item->Worn.Effect > 0 && item->Worn.Type == ET_WornEffect) {// latent effects
ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
}
if (item->Focus.Effect>0 && (item->Focus.Type == ET_Focus)) { // focus effects
ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
}
switch(item->BardType)
{
case 51: /* All (e.g. Singing Short Sword) */
{
if(item->BardValue > newbon->singingMod)
newbon->singingMod = item->BardValue;
if(item->BardValue > newbon->brassMod)
newbon->brassMod = item->BardValue;
if(item->BardValue > newbon->stringedMod)
newbon->stringedMod = item->BardValue;
if(item->BardValue > newbon->percussionMod)
newbon->percussionMod = item->BardValue;
if(item->BardValue > newbon->windMod)
newbon->windMod = item->BardValue;
break;
}
case 50: /* Singing */
{
if(item->BardValue > newbon->singingMod)
newbon->singingMod = item->BardValue;
break;
}
case 23: /* Wind */
{
if(item->BardValue > newbon->windMod)
newbon->windMod = item->BardValue;
break;
}
case 24: /* stringed */
{
if(item->BardValue > newbon->stringedMod)
newbon->stringedMod = item->BardValue;
break;
}
case 25: /* brass */
{
if(item->BardValue > newbon->brassMod)
newbon->brassMod = item->BardValue;
break;
}
case 26: /* Percussion */
{
if(item->BardValue > newbon->percussionMod)
newbon->percussionMod = item->BardValue;
break;
}
}
if(itembonuses.HPRegen > CalcHPRegenCap())
itembonuses.HPRegen = CalcHPRegenCap();
if (item->SkillModValue != 0 && item->SkillModType <= HIGHEST_SKILL){
if ((item->SkillModValue > 0 && newbon->skillmod[item->SkillModType] < item->SkillModValue) ||
(item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue))
{
newbon->skillmod[item->SkillModType] = item->SkillModValue;
}
}
if(itembonuses.ManaRegen > CalcManaRegenCap())
itembonuses.ManaRegen = CalcManaRegenCap();
// Add Item Faction Mods
//if (item->FactionMod1)
//{
// if (item->FactionAmt1 > 0 && item->FactionAmt1 > GetItemFactionBonus(item->FactionMod1))
// {
// AddItemFactionBonus(item->FactionMod1, item->FactionAmt1);
// }
// else if (item->FactionAmt1 < 0 && item->FactionAmt1 < GetItemFactionBonus(item->FactionMod1))
// {
// AddItemFactionBonus(item->FactionMod1, item->FactionAmt1);
// }
//}
//if (item->FactionMod2)
//{
// if (item->FactionAmt2 > 0 && item->FactionAmt2 > GetItemFactionBonus(item->FactionMod2))
// {
// AddItemFactionBonus(item->FactionMod2, item->FactionAmt2);
// }
// else if (item->FactionAmt2 < 0 && item->FactionAmt2 < GetItemFactionBonus(item->FactionMod2))
// {
// AddItemFactionBonus(item->FactionMod2, item->FactionAmt2);
// }
//}
//if (item->FactionMod3)
//{
// if (item->FactionAmt3 > 0 && item->FactionAmt3 > GetItemFactionBonus(item->FactionMod3))
// {
// AddItemFactionBonus(item->FactionMod3, item->FactionAmt3);
// }
// else if (item->FactionAmt3 < 0 && item->FactionAmt3 < GetItemFactionBonus(item->FactionMod3))
// {
// AddItemFactionBonus(item->FactionMod3, item->FactionAmt3);
// }
//}
//if (item->FactionMod4)
//{
// if (item->FactionAmt4 > 0 && item->FactionAmt4 > GetItemFactionBonus(item->FactionMod4))
// {
// AddItemFactionBonus(item->FactionMod4, item->FactionAmt4);
// }
// else if (item->FactionAmt4 < 0 && item->FactionAmt4 < GetItemFactionBonus(item->FactionMod4))
// {
// AddItemFactionBonus(item->FactionMod4, item->FactionAmt4);
// }
//}
if (item->ExtraDmgSkill != 0 && item->ExtraDmgSkill <= HIGHEST_SKILL) {
if((newbon->SkillDamageAmount[item->ExtraDmgSkill] + item->ExtraDmgAmt) > RuleI(Character, ItemExtraDmgCap))
newbon->SkillDamageAmount[item->ExtraDmgSkill] = RuleI(Character, ItemExtraDmgCap);
else
newbon->SkillDamageAmount[item->ExtraDmgSkill] += item->ExtraDmgAmt;
}
if (!isAug)
{
int i;
for (i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++) {
AddItemBonuses(inst->GetAugment(i),newbon,true);
}
}
}
int Bot::CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat)
{
if( (reclevel > 0) && (level < reclevel) )
{
int32 statmod = (level * 10000 / reclevel) * basestat;
if( statmod < 0 )
{
statmod -= 5000;
return (statmod/10000);
}
else
{
statmod += 5000;
return (statmod/10000);
}
}
return 0;
}
// This method is intended to call all necessary methods to do all bot stat calculations, including spell buffs, equipment, AA bonsues, etc.

View File

@ -190,7 +190,9 @@ public:
bool CanDoSpecialAttack(Mob *other);
virtual int32 CheckAggroAmount(uint16 spellid);
virtual void CalcBonuses();
void CalcItemBonuses();
void CalcItemBonuses(StatBonuses* newbon);
void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false);
int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
virtual void MakePet(uint16 spell_id, const char* pettype, const char *petname = nullptr);
virtual FACTION_VALUE GetReverseFactionCon(Mob* iOther);
inline virtual bool IsPet() { return false; }