mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-17 03:08:26 +00:00
Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)
This commit is contained in:
+140
-140
@@ -157,36 +157,36 @@ void Client::CalcItemBonuses(StatBonuses* newbon) {
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unsigned int i;
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// Update: MainAmmo should only calc skill mods (TODO: Check for other cases)
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for (i = EQEmu::invslot::BONUS_BEGIN; i <= EQEmu::invslot::BONUS_SKILL_END; i++) {
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const EQEmu::ItemInstance* inst = m_inv[i];
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for (i = EQ::invslot::BONUS_BEGIN; i <= EQ::invslot::BONUS_SKILL_END; i++) {
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const EQ::ItemInstance* inst = m_inv[i];
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if(inst == 0)
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continue;
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AddItemBonuses(inst, newbon, false, false, 0, (i == EQEmu::invslot::slotAmmo));
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AddItemBonuses(inst, newbon, false, false, 0, (i == EQ::invslot::slotAmmo));
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//These are given special flags due to how often they are checked for various spell effects.
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const EQEmu::ItemData *item = inst->GetItem();
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if (i == EQEmu::invslot::slotSecondary && (item && item->ItemType == EQEmu::item::ItemTypeShield))
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const EQ::ItemData *item = inst->GetItem();
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if (i == EQ::invslot::slotSecondary && (item && item->ItemType == EQ::item::ItemTypeShield))
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SetShieldEquiped(true);
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else if (i == EQEmu::invslot::slotPrimary && (item && item->ItemType == EQEmu::item::ItemType2HBlunt)) {
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else if (i == EQ::invslot::slotPrimary && (item && item->ItemType == EQ::item::ItemType2HBlunt)) {
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SetTwoHandBluntEquiped(true);
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SetTwoHanderEquipped(true);
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}
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else if (i == EQEmu::invslot::slotPrimary && (item && (item->ItemType == EQEmu::item::ItemType2HSlash || item->ItemType == EQEmu::item::ItemType2HPiercing)))
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else if (i == EQ::invslot::slotPrimary && (item && (item->ItemType == EQ::item::ItemType2HSlash || item->ItemType == EQ::item::ItemType2HPiercing)))
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SetTwoHanderEquipped(true);
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}
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//tribute items
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for (i = EQEmu::invslot::TRIBUTE_BEGIN; i <= EQEmu::invslot::TRIBUTE_END; i++) {
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const EQEmu::ItemInstance* inst = m_inv[i];
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for (i = EQ::invslot::TRIBUTE_BEGIN; i <= EQ::invslot::TRIBUTE_END; i++) {
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const EQ::ItemInstance* inst = m_inv[i];
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if(inst == 0)
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continue;
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AddItemBonuses(inst, newbon, false, true);
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}
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//Optional ability to have worn effects calculate as an addititive bonus instead of highest value
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if (RuleI(Spells, AdditiveBonusWornType) && RuleI(Spells, AdditiveBonusWornType) != EQEmu::item::ItemEffectWorn){
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for (i = EQEmu::invslot::BONUS_BEGIN; i <= EQEmu::invslot::BONUS_STAT_END; i++) {
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const EQEmu::ItemInstance* inst = m_inv[i];
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if (RuleI(Spells, AdditiveBonusWornType) && RuleI(Spells, AdditiveBonusWornType) != EQ::item::ItemEffectWorn){
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for (i = EQ::invslot::BONUS_BEGIN; i <= EQ::invslot::BONUS_STAT_END; i++) {
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const EQ::ItemInstance* inst = m_inv[i];
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if(inst == 0)
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continue;
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AdditiveWornBonuses(inst, newbon);
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@@ -212,7 +212,7 @@ void Client::ProcessItemCaps()
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itembonuses.ATK = std::min(itembonuses.ATK, CalcItemATKCap());
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}
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void Client::AddItemBonuses(const EQEmu::ItemInstance *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override, bool ammo_slot_item)
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void Client::AddItemBonuses(const EQ::ItemInstance *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override, bool ammo_slot_item)
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{
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if (!inst || !inst->IsClassCommon()) {
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return;
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@@ -222,10 +222,10 @@ void Client::AddItemBonuses(const EQEmu::ItemInstance *inst, StatBonuses *newbon
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return;
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}
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const EQEmu::ItemData *item = inst->GetItem();
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const EQ::ItemData *item = inst->GetItem();
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if (!isTribute && !inst->IsEquipable(GetBaseRace(), GetClass())) {
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if (item->ItemType != EQEmu::item::ItemTypeFood && item->ItemType != EQEmu::item::ItemTypeDrink)
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if (item->ItemType != EQ::item::ItemTypeFood && item->ItemType != EQ::item::ItemTypeDrink)
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return;
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}
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@@ -434,11 +434,11 @@ void Client::AddItemBonuses(const EQEmu::ItemInstance *inst, StatBonuses *newbon
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else
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newbon->DSMitigation += item->DSMitigation;
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}
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if (item->Worn.Effect > 0 && item->Worn.Type == EQEmu::item::ItemEffectWorn) { // latent effects
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if (item->Worn.Effect > 0 && item->Worn.Type == EQ::item::ItemEffectWorn) { // latent effects
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ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
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}
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if (item->Focus.Effect > 0 && (item->Focus.Type == EQEmu::item::ItemEffectFocus)) { // focus effects
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if (item->Focus.Effect > 0 && (item->Focus.Type == EQ::item::ItemEffectFocus)) { // focus effects
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ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
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}
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@@ -511,7 +511,7 @@ void Client::AddItemBonuses(const EQEmu::ItemInstance *inst, StatBonuses *newbon
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}
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}
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if (item->ExtraDmgSkill != 0 && item->ExtraDmgSkill <= EQEmu::skills::HIGHEST_SKILL) {
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if (item->ExtraDmgSkill != 0 && item->ExtraDmgSkill <= EQ::skills::HIGHEST_SKILL) {
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if ((newbon->SkillDamageAmount[item->ExtraDmgSkill] + item->ExtraDmgAmt) >
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RuleI(Character, ItemExtraDmgCap))
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newbon->SkillDamageAmount[item->ExtraDmgSkill] = RuleI(Character, ItemExtraDmgCap);
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@@ -521,7 +521,7 @@ void Client::AddItemBonuses(const EQEmu::ItemInstance *inst, StatBonuses *newbon
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}
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// Process when ammo_slot_item = true or false
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if (item->SkillModValue != 0 && item->SkillModType <= EQEmu::skills::HIGHEST_SKILL) {
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if (item->SkillModValue != 0 && item->SkillModType <= EQ::skills::HIGHEST_SKILL) {
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if ((item->SkillModValue > 0 && newbon->skillmod[item->SkillModType] < item->SkillModValue) ||
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(item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue)) {
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@@ -531,12 +531,12 @@ void Client::AddItemBonuses(const EQEmu::ItemInstance *inst, StatBonuses *newbon
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}
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if (!isAug) {
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for (int i = EQEmu::invaug::SOCKET_BEGIN; i <= EQEmu::invaug::SOCKET_END; i++)
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for (int i = EQ::invaug::SOCKET_BEGIN; i <= EQ::invaug::SOCKET_END; i++)
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AddItemBonuses(inst->GetAugment(i), newbon, true, false, rec_level, ammo_slot_item);
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}
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}
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void Client::AdditiveWornBonuses(const EQEmu::ItemInstance *inst, StatBonuses* newbon, bool isAug) {
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void Client::AdditiveWornBonuses(const EQ::ItemInstance *inst, StatBonuses* newbon, bool isAug) {
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/*
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Powerful Non-live like option allows developers to add worn effects on items that
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@@ -554,7 +554,7 @@ void Client::AdditiveWornBonuses(const EQEmu::ItemInstance *inst, StatBonuses* n
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if(inst->GetAugmentType()==0 && isAug == true)
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return;
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const EQEmu::ItemData *item = inst->GetItem();
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const EQ::ItemData *item = inst->GetItem();
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if(!inst->IsEquipable(GetBaseRace(),GetClass()))
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return;
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@@ -569,7 +569,7 @@ void Client::AdditiveWornBonuses(const EQEmu::ItemInstance *inst, StatBonuses* n
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if (!isAug)
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{
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int i;
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for (i = EQEmu::invaug::SOCKET_BEGIN; i <= EQEmu::invaug::SOCKET_END; i++) {
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for (i = EQ::invaug::SOCKET_BEGIN; i <= EQ::invaug::SOCKET_END; i++) {
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AdditiveWornBonuses(inst->GetAugment(i),newbon,true);
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}
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}
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@@ -580,32 +580,32 @@ void Client::CalcEdibleBonuses(StatBonuses* newbon) {
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bool food = false;
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bool drink = false;
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for (i = EQEmu::invslot::GENERAL_BEGIN; i <= EQEmu::invslot::GENERAL_END; i++)
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for (i = EQ::invslot::GENERAL_BEGIN; i <= EQ::invslot::GENERAL_END; i++)
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{
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if (food && drink)
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break;
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const EQEmu::ItemInstance* inst = GetInv().GetItem(i);
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const EQ::ItemInstance* inst = GetInv().GetItem(i);
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if (inst && inst->GetItem() && inst->IsClassCommon()) {
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const EQEmu::ItemData *item = inst->GetItem();
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if (!food && item->ItemType == EQEmu::item::ItemTypeFood)
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const EQ::ItemData *item = inst->GetItem();
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if (!food && item->ItemType == EQ::item::ItemTypeFood)
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food = true;
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else if (!drink && item->ItemType == EQEmu::item::ItemTypeDrink)
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else if (!drink && item->ItemType == EQ::item::ItemTypeDrink)
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drink = true;
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else
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continue;
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AddItemBonuses(inst, newbon);
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}
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}
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for (i = EQEmu::invbag::GENERAL_BAGS_BEGIN; i <= EQEmu::invbag::GENERAL_BAGS_END; i++)
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for (i = EQ::invbag::GENERAL_BAGS_BEGIN; i <= EQ::invbag::GENERAL_BAGS_END; i++)
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{
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if (food && drink)
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break;
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const EQEmu::ItemInstance* inst = GetInv().GetItem(i);
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const EQ::ItemInstance* inst = GetInv().GetItem(i);
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if (inst && inst->GetItem() && inst->IsClassCommon()) {
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const EQEmu::ItemData *item = inst->GetItem();
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if (!food && item->ItemType == EQEmu::item::ItemTypeFood)
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const EQ::ItemData *item = inst->GetItem();
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if (!food && item->ItemType == EQ::item::ItemTypeFood)
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food = true;
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else if (!drink && item->ItemType == EQEmu::item::ItemTypeDrink)
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else if (!drink && item->ItemType == EQ::item::ItemTypeDrink)
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drink = true;
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else
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continue;
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@@ -680,10 +680,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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// Note: AA effects that use accuracy are skill limited, while spell effect is not.
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case SE_Accuracy:
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// Bad data or unsupported new skill
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if (base2 > EQEmu::skills::HIGHEST_SKILL)
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if (base2 > EQ::skills::HIGHEST_SKILL)
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break;
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if ((base2 == ALL_SKILLS) && (newbon->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] < base1))
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newbon->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] = base1;
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if ((base2 == ALL_SKILLS) && (newbon->Accuracy[EQ::skills::HIGHEST_SKILL + 1] < base1))
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newbon->Accuracy[EQ::skills::HIGHEST_SKILL + 1] = base1;
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else if (newbon->Accuracy[base2] < base1)
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newbon->Accuracy[base2] += base1;
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break;
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@@ -919,19 +919,19 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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case SE_AddSingingMod:
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switch (base2) {
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case EQEmu::item::ItemTypeWindInstrument:
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case EQ::item::ItemTypeWindInstrument:
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newbon->windMod += base1;
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break;
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case EQEmu::item::ItemTypeStringedInstrument:
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case EQ::item::ItemTypeStringedInstrument:
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newbon->stringedMod += base1;
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break;
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case EQEmu::item::ItemTypeBrassInstrument:
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case EQ::item::ItemTypeBrassInstrument:
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newbon->brassMod += base1;
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break;
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case EQEmu::item::ItemTypePercussionInstrument:
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case EQ::item::ItemTypePercussionInstrument:
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newbon->percussionMod += base1;
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break;
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case EQEmu::item::ItemTypeSinging:
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case EQ::item::ItemTypeSinging:
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newbon->singingMod += base1;
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break;
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}
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@@ -1028,10 +1028,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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case SE_HitChance: {
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// Bad data or unsupported new skill
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if (base2 > EQEmu::skills::HIGHEST_SKILL)
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if (base2 > EQ::skills::HIGHEST_SKILL)
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break;
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if (base2 == ALL_SKILLS)
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newbon->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
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newbon->HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] += base1;
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else
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newbon->HitChanceEffect[base2] += base1;
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}
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@@ -1082,21 +1082,21 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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case SE_CriticalHitChance: {
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// Bad data or unsupported new skill
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if (base2 > EQEmu::skills::HIGHEST_SKILL)
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if (base2 > EQ::skills::HIGHEST_SKILL)
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break;
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if (base2 == ALL_SKILLS)
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newbon->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
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newbon->CriticalHitChance[EQ::skills::HIGHEST_SKILL + 1] += base1;
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else
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newbon->CriticalHitChance[base2] += base1;
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} break;
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case SE_CriticalDamageMob: {
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// Bad data or unsupported new skill
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if (base2 > EQEmu::skills::HIGHEST_SKILL)
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if (base2 > EQ::skills::HIGHEST_SKILL)
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break;
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// base1 = effect value, base2 = skill restrictions(-1 for all)
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if (base2 == ALL_SKILLS)
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newbon->CritDmgMod[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
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newbon->CritDmgMod[EQ::skills::HIGHEST_SKILL + 1] += base1;
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else
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newbon->CritDmgMod[base2] += base1;
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break;
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@@ -1122,10 +1122,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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case SE_SkillDamageAmount: {
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// Bad data or unsupported new skill
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if (base2 > EQEmu::skills::HIGHEST_SKILL)
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if (base2 > EQ::skills::HIGHEST_SKILL)
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break;
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if (base2 == ALL_SKILLS)
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newbon->SkillDamageAmount[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
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newbon->SkillDamageAmount[EQ::skills::HIGHEST_SKILL + 1] += base1;
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else
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newbon->SkillDamageAmount[base2] += base1;
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break;
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@@ -1141,10 +1141,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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case SE_DamageModifier: {
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// Bad data or unsupported new skill
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if (base2 > EQEmu::skills::HIGHEST_SKILL)
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if (base2 > EQ::skills::HIGHEST_SKILL)
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break;
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if (base2 == ALL_SKILLS)
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newbon->DamageModifier[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
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newbon->DamageModifier[EQ::skills::HIGHEST_SKILL + 1] += base1;
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else
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newbon->DamageModifier[base2] += base1;
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break;
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@@ -1152,10 +1152,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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case SE_DamageModifier2: {
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// Bad data or unsupported new skill
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if (base2 > EQEmu::skills::HIGHEST_SKILL)
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if (base2 > EQ::skills::HIGHEST_SKILL)
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break;
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if (base2 == ALL_SKILLS)
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newbon->DamageModifier2[EQEmu::skills::HIGHEST_SKILL + 1] += base1;
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newbon->DamageModifier2[EQ::skills::HIGHEST_SKILL + 1] += base1;
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else
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newbon->DamageModifier2[base2] += base1;
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break;
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@@ -1191,7 +1191,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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// Physically raises skill cap ie if 55/55 it will raise to 55/60
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case SE_RaiseSkillCap: {
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if (base2 > EQEmu::skills::HIGHEST_SKILL)
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if (base2 > EQ::skills::HIGHEST_SKILL)
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break;
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if (newbon->RaiseSkillCap[base2] < base1)
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@@ -1370,9 +1370,9 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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case SE_LimitToSkill: {
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// Bad data or unsupported new skill
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if (base2 > EQEmu::skills::HIGHEST_SKILL)
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if (base2 > EQ::skills::HIGHEST_SKILL)
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break;
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if (base1 <= EQEmu::skills::HIGHEST_SKILL)
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if (base1 <= EQ::skills::HIGHEST_SKILL)
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newbon->LimitToSkill[base1] = true;
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break;
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}
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@@ -1436,7 +1436,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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case SE_ReduceTradeskillFail:{
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if (base2 > EQEmu::skills::HIGHEST_SKILL)
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if (base2 > EQ::skills::HIGHEST_SKILL)
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break;
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newbon->ReduceTradeskillFail[base2] += base1;
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@@ -1482,8 +1482,8 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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// I'd rather not do this here, but whatever, probably fine
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if (IsClient()) {
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auto client = CastToClient();
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if (client->GetRawSkill(EQEmu::skills::SkillType::SkillForage) == 0)
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client->SetSkill(EQEmu::skills::SkillType::SkillForage, 1);
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if (client->GetRawSkill(EQ::skills::SkillType::SkillForage) == 0)
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client->SetSkill(EQ::skills::SkillType::SkillForage, 1);
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}
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break;
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@@ -1983,26 +1983,26 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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case SE_CriticalHitChance:
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{
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// Bad data or unsupported new skill
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if (base2 > EQEmu::skills::HIGHEST_SKILL)
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if (base2 > EQ::skills::HIGHEST_SKILL)
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break;
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if (AdditiveWornBonus) {
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if(base2 == ALL_SKILLS)
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new_bonus->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
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new_bonus->CriticalHitChance[EQ::skills::HIGHEST_SKILL + 1] += effect_value;
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else
|
||||
new_bonus->CriticalHitChance[base2] += effect_value;
|
||||
}
|
||||
|
||||
else if(effect_value < 0) {
|
||||
|
||||
if (base2 == ALL_SKILLS && new_bonus->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] > effect_value)
|
||||
new_bonus->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
if (base2 == ALL_SKILLS && new_bonus->CriticalHitChance[EQ::skills::HIGHEST_SKILL + 1] > effect_value)
|
||||
new_bonus->CriticalHitChance[EQ::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
else if(base2 != ALL_SKILLS && new_bonus->CriticalHitChance[base2] > effect_value)
|
||||
new_bonus->CriticalHitChance[base2] = effect_value;
|
||||
}
|
||||
|
||||
|
||||
else if (base2 == ALL_SKILLS && new_bonus->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] < effect_value)
|
||||
new_bonus->CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
else if (base2 == ALL_SKILLS && new_bonus->CriticalHitChance[EQ::skills::HIGHEST_SKILL + 1] < effect_value)
|
||||
new_bonus->CriticalHitChance[EQ::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
else if(base2 != ALL_SKILLS && new_bonus->CriticalHitChance[base2] < effect_value)
|
||||
new_bonus->CriticalHitChance[base2] = effect_value;
|
||||
|
||||
@@ -2189,24 +2189,24 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
case SE_HitChance:
|
||||
{
|
||||
// Bad data or unsupported new skill
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
|
||||
if (AdditiveWornBonus){
|
||||
if(base2 == ALL_SKILLS)
|
||||
new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
|
||||
new_bonus->HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] += effect_value;
|
||||
else
|
||||
new_bonus->HitChanceEffect[base2] += effect_value;
|
||||
}
|
||||
|
||||
else if(base2 == ALL_SKILLS){
|
||||
|
||||
if ((effect_value < 0) && (new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] > effect_value))
|
||||
new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
if ((effect_value < 0) && (new_bonus->HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] > effect_value))
|
||||
new_bonus->HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
|
||||
else if (!new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] ||
|
||||
((new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] > 0) && (new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] < effect_value)))
|
||||
new_bonus->HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
else if (!new_bonus->HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] ||
|
||||
((new_bonus->HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] > 0) && (new_bonus->HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] < effect_value)))
|
||||
new_bonus->HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
}
|
||||
|
||||
else {
|
||||
@@ -2226,9 +2226,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
case SE_DamageModifier:
|
||||
{
|
||||
// Bad data or unsupported new skill
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
int skill = base2 == ALL_SKILLS ? EQEmu::skills::HIGHEST_SKILL + 1 : base2;
|
||||
int skill = base2 == ALL_SKILLS ? EQ::skills::HIGHEST_SKILL + 1 : base2;
|
||||
if (effect_value < 0 && new_bonus->DamageModifier[skill] > effect_value)
|
||||
new_bonus->DamageModifier[skill] = effect_value;
|
||||
else if (effect_value > 0 && new_bonus->DamageModifier[skill] < effect_value)
|
||||
@@ -2239,9 +2239,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
case SE_DamageModifier2:
|
||||
{
|
||||
// Bad data or unsupported new skill
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
int skill = base2 == ALL_SKILLS ? EQEmu::skills::HIGHEST_SKILL + 1 : base2;
|
||||
int skill = base2 == ALL_SKILLS ? EQ::skills::HIGHEST_SKILL + 1 : base2;
|
||||
if (effect_value < 0 && new_bonus->DamageModifier2[skill] > effect_value)
|
||||
new_bonus->DamageModifier2[skill] = effect_value;
|
||||
else if (effect_value > 0 && new_bonus->DamageModifier2[skill] < effect_value)
|
||||
@@ -2252,9 +2252,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
case SE_MinDamageModifier:
|
||||
{
|
||||
// Bad data or unsupported new skill
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
int skill = base2 == ALL_SKILLS ? EQEmu::skills::HIGHEST_SKILL + 1 : base2;
|
||||
int skill = base2 == ALL_SKILLS ? EQ::skills::HIGHEST_SKILL + 1 : base2;
|
||||
if (effect_value < 0 && new_bonus->MinDamageModifier[skill] > effect_value)
|
||||
new_bonus->MinDamageModifier[skill] = effect_value;
|
||||
else if (effect_value > 0 && new_bonus->MinDamageModifier[skill] < effect_value)
|
||||
@@ -2329,14 +2329,14 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
case SE_Accuracy:
|
||||
{
|
||||
// Bad data or unsupported new skill
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
if ((effect_value < 0) && (new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] > effect_value))
|
||||
new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
if ((effect_value < 0) && (new_bonus->Accuracy[EQ::skills::HIGHEST_SKILL + 1] > effect_value))
|
||||
new_bonus->Accuracy[EQ::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
|
||||
else if (!new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] ||
|
||||
((new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] > 0) && (new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] < effect_value)))
|
||||
new_bonus->Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
else if (!new_bonus->Accuracy[EQ::skills::HIGHEST_SKILL + 1] ||
|
||||
((new_bonus->Accuracy[EQ::skills::HIGHEST_SKILL + 1] > 0) && (new_bonus->Accuracy[EQ::skills::HIGHEST_SKILL + 1] < effect_value)))
|
||||
new_bonus->Accuracy[EQ::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -2355,19 +2355,19 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
case SE_SkillDamageTaken:
|
||||
{
|
||||
// Bad data or unsupported new skill
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
//When using npc_spells_effects if MAX value set, use stackable quest based modifier.
|
||||
if (IsAISpellEffect && max){
|
||||
if(base2 == ALL_SKILLS)
|
||||
SkillDmgTaken_Mod[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
SkillDmgTaken_Mod[EQ::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
else
|
||||
SkillDmgTaken_Mod[base2] = effect_value;
|
||||
}
|
||||
else {
|
||||
|
||||
if(base2 == ALL_SKILLS)
|
||||
new_bonus->SkillDmgTaken[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
|
||||
new_bonus->SkillDmgTaken[EQ::skills::HIGHEST_SKILL + 1] += effect_value;
|
||||
else
|
||||
new_bonus->SkillDmgTaken[base2] += effect_value;
|
||||
|
||||
@@ -2476,10 +2476,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
case SE_CriticalDamageMob:
|
||||
{
|
||||
// Bad data or unsupported new skill
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
if(base2 == ALL_SKILLS)
|
||||
new_bonus->CritDmgMod[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
|
||||
new_bonus->CritDmgMod[EQ::skills::HIGHEST_SKILL + 1] += effect_value;
|
||||
else
|
||||
new_bonus->CritDmgMod[base2] += effect_value;
|
||||
break;
|
||||
@@ -2495,10 +2495,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
case SE_SkillDamageAmount:
|
||||
{
|
||||
// Bad data or unsupported new skill
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
if(base2 == ALL_SKILLS)
|
||||
new_bonus->SkillDamageAmount[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
|
||||
new_bonus->SkillDamageAmount[EQ::skills::HIGHEST_SKILL + 1] += effect_value;
|
||||
else
|
||||
new_bonus->SkillDamageAmount[base2] += effect_value;
|
||||
break;
|
||||
@@ -2614,10 +2614,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
case SE_SkillDamageAmount2:
|
||||
{
|
||||
// Bad data or unsupported new skill
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
if(base2 == ALL_SKILLS)
|
||||
new_bonus->SkillDamageAmount2[EQEmu::skills::HIGHEST_SKILL + 1] += effect_value;
|
||||
new_bonus->SkillDamageAmount2[EQ::skills::HIGHEST_SKILL + 1] += effect_value;
|
||||
else
|
||||
new_bonus->SkillDamageAmount2[base2] += effect_value;
|
||||
break;
|
||||
@@ -2805,19 +2805,19 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
|
||||
case SE_AddSingingMod:
|
||||
switch (base2) {
|
||||
case EQEmu::item::ItemTypeWindInstrument:
|
||||
case EQ::item::ItemTypeWindInstrument:
|
||||
new_bonus->windMod += effect_value;
|
||||
break;
|
||||
case EQEmu::item::ItemTypeStringedInstrument:
|
||||
case EQ::item::ItemTypeStringedInstrument:
|
||||
new_bonus->stringedMod += effect_value;
|
||||
break;
|
||||
case EQEmu::item::ItemTypeBrassInstrument:
|
||||
case EQ::item::ItemTypeBrassInstrument:
|
||||
new_bonus->brassMod += effect_value;
|
||||
break;
|
||||
case EQEmu::item::ItemTypePercussionInstrument:
|
||||
case EQ::item::ItemTypePercussionInstrument:
|
||||
new_bonus->percussionMod += effect_value;
|
||||
break;
|
||||
case EQEmu::item::ItemTypeSinging:
|
||||
case EQ::item::ItemTypeSinging:
|
||||
new_bonus->singingMod += effect_value;
|
||||
break;
|
||||
default:
|
||||
@@ -3151,9 +3151,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
|
||||
case SE_LimitToSkill:{
|
||||
// Bad data or unsupported new skill
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
if (effect_value <= EQEmu::skills::HIGHEST_SKILL){
|
||||
if (effect_value <= EQ::skills::HIGHEST_SKILL){
|
||||
new_bonus->LimitToSkill[effect_value] = true;
|
||||
}
|
||||
break;
|
||||
@@ -3210,7 +3210,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
|
||||
case SE_ReduceTradeskillFail:{
|
||||
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
|
||||
new_bonus->ReduceTradeskillFail[base2] += effect_value;
|
||||
@@ -3223,7 +3223,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
|
||||
break;
|
||||
|
||||
case SE_RaiseSkillCap: {
|
||||
if (base2 > EQEmu::skills::HIGHEST_SKILL)
|
||||
if (base2 > EQ::skills::HIGHEST_SKILL)
|
||||
break;
|
||||
|
||||
if (new_bonus->RaiseSkillCap[base2] < effect_value)
|
||||
@@ -3267,8 +3267,8 @@ void NPC::CalcItemBonuses(StatBonuses *newbon)
|
||||
{
|
||||
if(newbon){
|
||||
|
||||
for (int i = EQEmu::invslot::BONUS_BEGIN; i <= EQEmu::invslot::BONUS_STAT_END; i++){
|
||||
const EQEmu::ItemData *cur = database.GetItem(equipment[i]);
|
||||
for (int i = EQ::invslot::BONUS_BEGIN; i <= EQ::invslot::BONUS_STAT_END; i++){
|
||||
const EQ::ItemData *cur = database.GetItem(equipment[i]);
|
||||
if(cur){
|
||||
//basic stats
|
||||
newbon->AC += cur->AC;
|
||||
@@ -3323,12 +3323,12 @@ void NPC::CalcItemBonuses(StatBonuses *newbon)
|
||||
if(cur->CombatEffects > 0) {
|
||||
newbon->ProcChance += cur->CombatEffects;
|
||||
}
|
||||
if (cur->Worn.Effect>0 && (cur->Worn.Type == EQEmu::item::ItemEffectWorn)) { // latent effects
|
||||
if (cur->Worn.Effect>0 && (cur->Worn.Type == EQ::item::ItemEffectWorn)) { // latent effects
|
||||
ApplySpellsBonuses(cur->Worn.Effect, cur->Worn.Level, newbon, 0, cur->Worn.Type);
|
||||
}
|
||||
|
||||
if (RuleB(Spells, NPC_UseFocusFromItems)){
|
||||
if (cur->Focus.Effect>0 && (cur->Focus.Type == EQEmu::item::ItemEffectFocus)){ // focus effects
|
||||
if (cur->Focus.Effect>0 && (cur->Focus.Type == EQ::item::ItemEffectFocus)){ // focus effects
|
||||
ApplySpellsBonuses(cur->Focus.Effect, cur->Focus.Level, newbon);
|
||||
}
|
||||
}
|
||||
@@ -3345,18 +3345,18 @@ void Client::CalcItemScale() {
|
||||
bool changed = false;
|
||||
|
||||
// MainAmmo excluded in helper function below
|
||||
if (CalcItemScale(EQEmu::invslot::EQUIPMENT_BEGIN, EQEmu::invslot::EQUIPMENT_END)) // original coding excluded MainAmmo (< 21)
|
||||
if (CalcItemScale(EQ::invslot::EQUIPMENT_BEGIN, EQ::invslot::EQUIPMENT_END)) // original coding excluded MainAmmo (< 21)
|
||||
changed = true;
|
||||
|
||||
if (CalcItemScale(EQEmu::invslot::GENERAL_BEGIN, EQEmu::invslot::GENERAL_END)) // original coding excluded MainCursor (< 30)
|
||||
if (CalcItemScale(EQ::invslot::GENERAL_BEGIN, EQ::invslot::GENERAL_END)) // original coding excluded MainCursor (< 30)
|
||||
changed = true;
|
||||
|
||||
// I excluded cursor bag slots here because cursor was excluded above..if this is incorrect, change 'slot_y' here to CURSOR_BAG_END
|
||||
// and 'slot_y' above to CURSOR from GENERAL_END above - or however it is supposed to be...
|
||||
if (CalcItemScale(EQEmu::invbag::GENERAL_BAGS_BEGIN, EQEmu::invbag::GENERAL_BAGS_END)) // (< 341)
|
||||
if (CalcItemScale(EQ::invbag::GENERAL_BAGS_BEGIN, EQ::invbag::GENERAL_BAGS_END)) // (< 341)
|
||||
changed = true;
|
||||
|
||||
if (CalcItemScale(EQEmu::invslot::TRIBUTE_BEGIN, EQEmu::invslot::TRIBUTE_END)) // (< 405)
|
||||
if (CalcItemScale(EQ::invslot::TRIBUTE_BEGIN, EQ::invslot::TRIBUTE_END)) // (< 405)
|
||||
changed = true;
|
||||
|
||||
if(changed)
|
||||
@@ -3370,18 +3370,18 @@ bool Client::CalcItemScale(uint32 slot_x, uint32 slot_y) {
|
||||
bool changed = false;
|
||||
uint32 i;
|
||||
for (i = slot_x; i <= slot_y; i++) {
|
||||
if (i == EQEmu::invslot::slotAmmo) // moved here from calling procedure to facilitate future range changes where MainAmmo may not be the last slot
|
||||
if (i == EQ::invslot::slotAmmo) // moved here from calling procedure to facilitate future range changes where MainAmmo may not be the last slot
|
||||
continue;
|
||||
|
||||
EQEmu::ItemInstance* inst = m_inv.GetItem(i);
|
||||
EQ::ItemInstance* inst = m_inv.GetItem(i);
|
||||
|
||||
if(inst == nullptr)
|
||||
continue;
|
||||
|
||||
// TEST CODE: test for bazaar trader crashing with charm items
|
||||
if (Trader)
|
||||
if (i >= EQEmu::invbag::GENERAL_BAGS_BEGIN && i <= EQEmu::invbag::GENERAL_BAGS_END) {
|
||||
EQEmu::ItemInstance* parent_item = m_inv.GetItem(EQEmu::InventoryProfile::CalcSlotId(i));
|
||||
if (i >= EQ::invbag::GENERAL_BAGS_BEGIN && i <= EQ::invbag::GENERAL_BAGS_END) {
|
||||
EQ::ItemInstance* parent_item = m_inv.GetItem(EQ::InventoryProfile::CalcSlotId(i));
|
||||
if (parent_item && parent_item->GetItem()->ID == 17899) // trader satchel
|
||||
continue;
|
||||
}
|
||||
@@ -3400,9 +3400,9 @@ bool Client::CalcItemScale(uint32 slot_x, uint32 slot_y) {
|
||||
}
|
||||
|
||||
//iterate all augments
|
||||
for (int x = EQEmu::invaug::SOCKET_BEGIN; x <= EQEmu::invaug::SOCKET_END; ++x)
|
||||
for (int x = EQ::invaug::SOCKET_BEGIN; x <= EQ::invaug::SOCKET_END; ++x)
|
||||
{
|
||||
EQEmu::ItemInstance * a_inst = inst->GetAugment(x);
|
||||
EQ::ItemInstance * a_inst = inst->GetAugment(x);
|
||||
if(!a_inst)
|
||||
continue;
|
||||
|
||||
@@ -3432,18 +3432,18 @@ void Client::DoItemEnterZone() {
|
||||
bool changed = false;
|
||||
|
||||
// MainAmmo excluded in helper function below
|
||||
if (DoItemEnterZone(EQEmu::invslot::EQUIPMENT_BEGIN, EQEmu::invslot::EQUIPMENT_END)) // original coding excluded MainAmmo (< 21)
|
||||
if (DoItemEnterZone(EQ::invslot::EQUIPMENT_BEGIN, EQ::invslot::EQUIPMENT_END)) // original coding excluded MainAmmo (< 21)
|
||||
changed = true;
|
||||
|
||||
if (DoItemEnterZone(EQEmu::invslot::GENERAL_BEGIN, EQEmu::invslot::GENERAL_END)) // original coding excluded MainCursor (< 30)
|
||||
if (DoItemEnterZone(EQ::invslot::GENERAL_BEGIN, EQ::invslot::GENERAL_END)) // original coding excluded MainCursor (< 30)
|
||||
changed = true;
|
||||
|
||||
// I excluded cursor bag slots here because cursor was excluded above..if this is incorrect, change 'slot_y' here to CURSOR_BAG_END
|
||||
// and 'slot_y' above to CURSOR from GENERAL_END above - or however it is supposed to be...
|
||||
if (DoItemEnterZone(EQEmu::invbag::GENERAL_BAGS_BEGIN, EQEmu::invbag::GENERAL_BAGS_END)) // (< 341)
|
||||
if (DoItemEnterZone(EQ::invbag::GENERAL_BAGS_BEGIN, EQ::invbag::GENERAL_BAGS_END)) // (< 341)
|
||||
changed = true;
|
||||
|
||||
if (DoItemEnterZone(EQEmu::invslot::TRIBUTE_BEGIN, EQEmu::invslot::TRIBUTE_END)) // (< 405)
|
||||
if (DoItemEnterZone(EQ::invslot::TRIBUTE_BEGIN, EQ::invslot::TRIBUTE_END)) // (< 405)
|
||||
changed = true;
|
||||
|
||||
if(changed)
|
||||
@@ -3456,18 +3456,18 @@ bool Client::DoItemEnterZone(uint32 slot_x, uint32 slot_y) {
|
||||
// behavior change: 'slot_y' is now [RANGE]_END and not [RANGE]_END + 1
|
||||
bool changed = false;
|
||||
for(uint32 i = slot_x; i <= slot_y; i++) {
|
||||
if (i == EQEmu::invslot::slotAmmo) // moved here from calling procedure to facilitate future range changes where MainAmmo may not be the last slot
|
||||
if (i == EQ::invslot::slotAmmo) // moved here from calling procedure to facilitate future range changes where MainAmmo may not be the last slot
|
||||
continue;
|
||||
|
||||
EQEmu::ItemInstance* inst = m_inv.GetItem(i);
|
||||
EQ::ItemInstance* inst = m_inv.GetItem(i);
|
||||
|
||||
if(!inst)
|
||||
continue;
|
||||
|
||||
// TEST CODE: test for bazaar trader crashing with charm items
|
||||
if (Trader)
|
||||
if (i >= EQEmu::invbag::GENERAL_BAGS_BEGIN && i <= EQEmu::invbag::GENERAL_BAGS_END) {
|
||||
EQEmu::ItemInstance* parent_item = m_inv.GetItem(EQEmu::InventoryProfile::CalcSlotId(i));
|
||||
if (i >= EQ::invbag::GENERAL_BAGS_BEGIN && i <= EQ::invbag::GENERAL_BAGS_END) {
|
||||
EQ::ItemInstance* parent_item = m_inv.GetItem(EQ::InventoryProfile::CalcSlotId(i));
|
||||
if (parent_item && parent_item->GetItem()->ID == 17899) // trader satchel
|
||||
continue;
|
||||
}
|
||||
@@ -3478,7 +3478,7 @@ bool Client::DoItemEnterZone(uint32 slot_x, uint32 slot_y) {
|
||||
uint16 oldexp = inst->GetExp();
|
||||
|
||||
parse->EventItem(EVENT_ITEM_ENTER_ZONE, this, inst, nullptr, "", 0);
|
||||
if (i <= EQEmu::invslot::EQUIPMENT_END) {
|
||||
if (i <= EQ::invslot::EQUIPMENT_END) {
|
||||
parse->EventItem(EVENT_EQUIP_ITEM, this, inst, nullptr, "", i);
|
||||
}
|
||||
|
||||
@@ -3488,7 +3488,7 @@ bool Client::DoItemEnterZone(uint32 slot_x, uint32 slot_y) {
|
||||
update_slot = true;
|
||||
}
|
||||
} else {
|
||||
if (i <= EQEmu::invslot::EQUIPMENT_END) {
|
||||
if (i <= EQ::invslot::EQUIPMENT_END) {
|
||||
parse->EventItem(EVENT_EQUIP_ITEM, this, inst, nullptr, "", i);
|
||||
}
|
||||
|
||||
@@ -3496,9 +3496,9 @@ bool Client::DoItemEnterZone(uint32 slot_x, uint32 slot_y) {
|
||||
}
|
||||
|
||||
//iterate all augments
|
||||
for (int x = EQEmu::invaug::SOCKET_BEGIN; x <= EQEmu::invaug::SOCKET_END; ++x)
|
||||
for (int x = EQ::invaug::SOCKET_BEGIN; x <= EQ::invaug::SOCKET_END; ++x)
|
||||
{
|
||||
EQEmu::ItemInstance *a_inst = inst->GetAugment(x);
|
||||
EQ::ItemInstance *a_inst = inst->GetAugment(x);
|
||||
if(!a_inst)
|
||||
continue;
|
||||
|
||||
@@ -3922,7 +3922,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
|
||||
case SE_CriticalHitChance:
|
||||
{
|
||||
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
|
||||
for (int e = 0; e < EQ::skills::HIGHEST_SKILL + 1; e++)
|
||||
{
|
||||
spellbonuses.CriticalHitChance[e] = effect_value;
|
||||
aabonuses.CriticalHitChance[e] = effect_value;
|
||||
@@ -4040,7 +4040,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
|
||||
case SE_HitChance:
|
||||
{
|
||||
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
|
||||
for (int e = 0; e < EQ::skills::HIGHEST_SKILL + 1; e++)
|
||||
{
|
||||
spellbonuses.HitChanceEffect[e] = effect_value;
|
||||
aabonuses.HitChanceEffect[e] = effect_value;
|
||||
@@ -4051,7 +4051,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
|
||||
case SE_DamageModifier:
|
||||
{
|
||||
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
|
||||
for (int e = 0; e < EQ::skills::HIGHEST_SKILL + 1; e++)
|
||||
{
|
||||
spellbonuses.DamageModifier[e] = effect_value;
|
||||
aabonuses.DamageModifier[e] = effect_value;
|
||||
@@ -4062,7 +4062,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
|
||||
case SE_DamageModifier2:
|
||||
{
|
||||
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
|
||||
for (int e = 0; e < EQ::skills::HIGHEST_SKILL + 1; e++)
|
||||
{
|
||||
spellbonuses.DamageModifier2[e] = effect_value;
|
||||
aabonuses.DamageModifier2[e] = effect_value;
|
||||
@@ -4073,7 +4073,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
|
||||
case SE_MinDamageModifier:
|
||||
{
|
||||
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
|
||||
for (int e = 0; e < EQ::skills::HIGHEST_SKILL + 1; e++)
|
||||
{
|
||||
spellbonuses.MinDamageModifier[e] = effect_value;
|
||||
aabonuses.MinDamageModifier[e] = effect_value;
|
||||
@@ -4114,10 +4114,10 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
|
||||
case SE_Accuracy:
|
||||
{
|
||||
spellbonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
itembonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
spellbonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
itembonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1] = effect_value;
|
||||
|
||||
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
|
||||
for (int e = 0; e < EQ::skills::HIGHEST_SKILL + 1; e++)
|
||||
{
|
||||
aabonuses.Accuracy[e] = effect_value;
|
||||
}
|
||||
@@ -4144,7 +4144,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
|
||||
case SE_SkillDamageTaken:
|
||||
{
|
||||
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
|
||||
for (int e = 0; e < EQ::skills::HIGHEST_SKILL + 1; e++)
|
||||
{
|
||||
spellbonuses.SkillDmgTaken[e] = effect_value;
|
||||
aabonuses.SkillDmgTaken[e] = effect_value;
|
||||
@@ -4249,7 +4249,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
|
||||
case SE_CriticalDamageMob:
|
||||
{
|
||||
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
|
||||
for (int e = 0; e < EQ::skills::HIGHEST_SKILL + 1; e++)
|
||||
{
|
||||
spellbonuses.CritDmgMod[e] = effect_value;
|
||||
aabonuses.CritDmgMod[e] = effect_value;
|
||||
@@ -4260,7 +4260,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
|
||||
case SE_SkillDamageAmount:
|
||||
{
|
||||
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
|
||||
for (int e = 0; e < EQ::skills::HIGHEST_SKILL + 1; e++)
|
||||
{
|
||||
spellbonuses.SkillDamageAmount[e] = effect_value;
|
||||
aabonuses.SkillDamageAmount[e] = effect_value;
|
||||
@@ -4311,7 +4311,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
|
||||
case SE_SkillDamageAmount2:
|
||||
{
|
||||
for (int e = 0; e < EQEmu::skills::HIGHEST_SKILL + 1; e++)
|
||||
for (int e = 0; e < EQ::skills::HIGHEST_SKILL + 1; e++)
|
||||
{
|
||||
spellbonuses.SkillDamageAmount2[e] = effect_value;
|
||||
aabonuses.SkillDamageAmount2[e] = effect_value;
|
||||
|
||||
Reference in New Issue
Block a user