mirror of
https://github.com/EQEmu/Server.git
synced 2026-02-22 06:22:28 +00:00
Merge branch 'master' into lets_move
This commit is contained in:
commit
66c952eff0
702
common/item.cpp
702
common/item.cpp
@ -2322,6 +2322,708 @@ void ItemInst::ClearTimers() {
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m_timers.clear();
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}
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int ItemInst::GetItemArmorClass(bool augments) const
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{
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int ac = 0;
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const auto item = GetItem();
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if (item) {
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ac = item->AC;
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if (augments)
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i))
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ac += GetAugment(i)->GetItemArmorClass();
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}
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return ac;
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}
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int ItemInst::GetItemElementalDamage(int &magic, int &fire, int &cold, int &poison, int &disease, int &chromatic, int &prismatic, int &physical, int &corruption, bool augments) const
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{
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const auto item = GetItem();
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if (item) {
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switch (item->ElemDmgType) {
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case RESIST_MAGIC:
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magic += item->ElemDmgAmt;
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break;
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case RESIST_FIRE:
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fire += item->ElemDmgAmt;
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break;
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case RESIST_COLD:
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cold += item->ElemDmgAmt;
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break;
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case RESIST_POISON:
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poison += item->ElemDmgAmt;
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break;
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case RESIST_DISEASE:
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disease += item->ElemDmgAmt;
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break;
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case RESIST_CHROMATIC:
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chromatic += item->ElemDmgAmt;
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break;
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case RESIST_PRISMATIC:
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prismatic += item->ElemDmgAmt;
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break;
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case RESIST_PHYSICAL:
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physical += item->ElemDmgAmt;
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break;
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case RESIST_CORRUPTION:
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corruption += item->ElemDmgAmt;
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break;
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}
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if (augments)
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i))
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GetAugment(i)->GetItemElementalDamage(magic, fire, cold, poison, disease, chromatic, prismatic, physical, corruption);
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}
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return magic + fire + cold + poison + disease + chromatic + prismatic + physical + corruption;
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}
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int ItemInst::GetItemElementalFlag(bool augments) const
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{
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int flag = 0;
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const auto item = GetItem();
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if (item) {
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flag = item->ElemDmgType;
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if (flag)
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return flag;
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if (augments) {
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) {
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if (GetAugment(i))
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flag = GetAugment(i)->GetItemElementalFlag();
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if (flag)
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return flag;
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}
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}
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}
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return flag;
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}
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int ItemInst::GetItemElementalDamage(bool augments) const
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{
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int damage = 0;
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const auto item = GetItem();
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if (item) {
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damage = item->ElemDmgAmt;
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if (damage)
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return damage;
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if (augments) {
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) {
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if (GetAugment(i))
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damage = GetAugment(i)->GetItemElementalDamage();
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if (damage)
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return damage;
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}
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}
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}
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return damage;
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}
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int ItemInst::GetItemRecommendedLevel(bool augments) const
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{
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int level = 0;
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const auto item = GetItem();
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if (item) {
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level = item->RecLevel;
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if (augments) {
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) {
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int temp = 0;
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if (GetAugment(i)) {
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temp = GetAugment(i)->GetItemRecommendedLevel();
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if (temp > level)
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level = temp;
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}
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}
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}
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}
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return level;
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}
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int ItemInst::GetItemRequiredLevel(bool augments) const
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{
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int level = 0;
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const auto item = GetItem();
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if (item) {
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level = item->ReqLevel;
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if (augments) {
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) {
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int temp = 0;
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if (GetAugment(i)) {
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temp = GetAugment(i)->GetItemRequiredLevel();
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if (temp > level)
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level = temp;
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}
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}
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}
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}
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return level;
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}
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int ItemInst::GetItemWeaponDamage(bool augments) const
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{
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int damage = 0;
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const auto item = GetItem();
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if (item) {
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damage = item->Damage;
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if (augments) {
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i))
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damage += GetAugment(i)->GetItemWeaponDamage();
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}
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}
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return damage;
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}
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int ItemInst::GetItemBackstabDamage(bool augments) const
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{
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int damage = 0;
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const auto item = GetItem();
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if (item) {
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damage = item->BackstabDmg;
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if (augments) {
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i))
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damage += GetAugment(i)->GetItemBackstabDamage();
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}
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}
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return damage;
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}
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int ItemInst::GetItemBaneDamageBody(bool augments) const
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{
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int body = 0;
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const auto item = GetItem();
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if (item) {
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body = item->BaneDmgBody;
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if (body)
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return body;
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if (augments) {
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i)) {
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body = GetAugment(i)->GetItemBaneDamageBody();
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if (body)
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return body;
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}
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}
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}
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return body;
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}
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int ItemInst::GetItemBaneDamageRace(bool augments) const
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{
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int race = 0;
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const auto item = GetItem();
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if (item) {
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race = item->BaneDmgRace;
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if (race)
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return race;
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if (augments) {
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i)) {
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race = GetAugment(i)->GetItemBaneDamageRace();
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if (race)
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return race;
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}
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}
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}
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return race;
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}
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int ItemInst::GetItemBaneDamageBody(bodyType against, bool augments) const
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{
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int damage = 0;
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const auto item = GetItem();
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if (item) {
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if (item->BaneDmgBody == against)
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damage += item->BaneDmgAmt;
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if (augments) {
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i))
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damage += GetAugment(i)->GetItemBaneDamageBody(against);
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}
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}
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return damage;
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}
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int ItemInst::GetItemBaneDamageRace(uint16 against, bool augments) const
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{
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int damage = 0;
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const auto item = GetItem();
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if (item) {
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if (item->BaneDmgRace == against)
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damage += item->BaneDmgRaceAmt;
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if (augments) {
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i))
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damage += GetAugment(i)->GetItemBaneDamageRace(against);
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}
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}
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return damage;
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}
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int ItemInst::GetItemMagical(bool augments) const
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{
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const auto item = GetItem();
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if (item) {
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if (item->Magic)
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return 1;
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if (augments) {
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i) && GetAugment(i)->GetItemMagical())
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return 1;
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}
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}
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return 0;
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}
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int ItemInst::GetItemHP(bool augments) const
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{
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int hp = 0;
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const auto item = GetItem();
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if (item) {
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hp = item->HP;
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if (augments)
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i))
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hp += GetAugment(i)->GetItemHP();
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}
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return hp;
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}
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int ItemInst::GetItemMana(bool augments) const
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{
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int mana = 0;
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const auto item = GetItem();
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if (item) {
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mana = item->Mana;
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if (augments)
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i))
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mana += GetAugment(i)->GetItemMana();
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}
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return mana;
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}
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int ItemInst::GetItemEndur(bool augments) const
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{
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int endur = 0;
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const auto item = GetItem();
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if (item) {
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endur = item->Endur;
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if (augments)
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i))
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endur += GetAugment(i)->GetItemEndur();
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}
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return endur;
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}
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int ItemInst::GetItemAttack(bool augments) const
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{
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int atk = 0;
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const auto item = GetItem();
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if (item) {
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atk = item->Attack;
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if (augments)
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for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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if (GetAugment(i))
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atk += GetAugment(i)->GetItemAttack();
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}
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return atk;
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}
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int ItemInst::GetItemStr(bool augments) const
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||||
{
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||||
int str = 0;
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||||
const auto item = GetItem();
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||||
if (item) {
|
||||
str = item->AStr;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
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||||
if (GetAugment(i))
|
||||
str += GetAugment(i)->GetItemStr();
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||||
}
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||||
return str;
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||||
}
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||||
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||||
int ItemInst::GetItemSta(bool augments) const
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||||
{
|
||||
int sta = 0;
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||||
const auto item = GetItem();
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||||
if (item) {
|
||||
sta = item->ASta;
|
||||
if (augments)
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||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
sta += GetAugment(i)->GetItemSta();
|
||||
}
|
||||
return sta;
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||||
}
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||||
|
||||
int ItemInst::GetItemDex(bool augments) const
|
||||
{
|
||||
int total = 0;
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||||
const auto item = GetItem();
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||||
if (item) {
|
||||
total = item->ADex;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemDex();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemAgi(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->AAgi;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemAgi();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemInt(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->AInt;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemInt();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemWis(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->AWis;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemWis();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemCha(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->ACha;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemCha();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemMR(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->MR;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemMR();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemFR(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->FR;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemFR();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemCR(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->CR;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemCR();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemPR(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->PR;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemPR();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemDR(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->DR;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemDR();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemCorrup(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->SVCorruption;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemCorrup();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicStr(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicStr;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicStr();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicSta(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicSta;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicSta();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicDex(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicDex;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicDex();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicAgi(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicAgi;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicAgi();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicInt(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicInt;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicInt();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicWis(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicWis;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicWis();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicCha(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicCha;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicCha();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicMR(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicMR;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicMR();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicFR(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicFR;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicFR();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicCR(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicCR;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicCR();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicPR(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicPR;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicPR();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicDR(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicDR;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicDR();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHeroicCorrup(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->HeroicSVCorrup;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i))
|
||||
total += GetAugment(i)->GetItemHeroicCorrup();
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
int ItemInst::GetItemHaste(bool augments) const
|
||||
{
|
||||
int total = 0;
|
||||
const auto item = GetItem();
|
||||
if (item) {
|
||||
total = item->Haste;
|
||||
if (augments)
|
||||
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i)
|
||||
if (GetAugment(i)) {
|
||||
int temp = GetAugment(i)->GetItemHaste();
|
||||
if (temp > total)
|
||||
total = temp;
|
||||
}
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
//
|
||||
// class EvolveInfo
|
||||
|
||||
@ -29,6 +29,7 @@ class EvolveInfo; // Stores information about an evolving item family
|
||||
#include "../common/eq_constants.h"
|
||||
#include "../common/item_struct.h"
|
||||
#include "../common/timer.h"
|
||||
#include "../common/bodytypes.h"
|
||||
|
||||
#include <list>
|
||||
#include <map>
|
||||
@ -418,6 +419,58 @@ public:
|
||||
void StopTimer(std::string name);
|
||||
void ClearTimers();
|
||||
|
||||
// Get a total of a stat, including augs
|
||||
// These functions should be used in place of other code manually totaling
|
||||
// to centralize where it is done to make future changes easier (ex. whenever powersources come around)
|
||||
// and to minimize errors. CalcItemBonuses however doesn't use these in interest of performance
|
||||
// by default these do not recurse into augs
|
||||
int GetItemArmorClass(bool augments = false) const;
|
||||
int GetItemElementalDamage(int &magic, int &fire, int &cold, int &poison, int &disease, int &chromatic, int &prismatic, int &physical, int &corruption, bool augments = false) const;
|
||||
// These two differ in the fact that they're quick checks (they are checked BEFORE the one above
|
||||
int GetItemElementalFlag(bool augments = false) const;
|
||||
int GetItemElementalDamage(bool augments = false) const;
|
||||
int GetItemRecommendedLevel(bool augments = false) const;
|
||||
int GetItemRequiredLevel(bool augments = false) const;
|
||||
int GetItemWeaponDamage(bool augments = false) const;
|
||||
int GetItemBackstabDamage(bool augments = false) const;
|
||||
// these two are just quick checks
|
||||
int GetItemBaneDamageBody(bool augments = false) const;
|
||||
int GetItemBaneDamageRace(bool augments = false) const;
|
||||
int GetItemBaneDamageBody(bodyType against, bool augments = false) const;
|
||||
int GetItemBaneDamageRace(uint16 against, bool augments = false) const;
|
||||
int GetItemMagical(bool augments = false) const;
|
||||
int GetItemHP(bool augments = false) const;
|
||||
int GetItemMana(bool augments = false) const;
|
||||
int GetItemEndur(bool augments = false) const;
|
||||
int GetItemAttack(bool augments = false) const;
|
||||
int GetItemStr(bool augments = false) const;
|
||||
int GetItemSta(bool augments = false) const;
|
||||
int GetItemDex(bool augments = false) const;
|
||||
int GetItemAgi(bool augments = false) const;
|
||||
int GetItemInt(bool augments = false) const;
|
||||
int GetItemWis(bool augments = false) const;
|
||||
int GetItemCha(bool augments = false) const;
|
||||
int GetItemMR(bool augments = false) const;
|
||||
int GetItemFR(bool augments = false) const;
|
||||
int GetItemCR(bool augments = false) const;
|
||||
int GetItemPR(bool augments = false) const;
|
||||
int GetItemDR(bool augments = false) const;
|
||||
int GetItemCorrup(bool augments = false) const;
|
||||
int GetItemHeroicStr(bool augments = false) const;
|
||||
int GetItemHeroicSta(bool augments = false) const;
|
||||
int GetItemHeroicDex(bool augments = false) const;
|
||||
int GetItemHeroicAgi(bool augments = false) const;
|
||||
int GetItemHeroicInt(bool augments = false) const;
|
||||
int GetItemHeroicWis(bool augments = false) const;
|
||||
int GetItemHeroicCha(bool augments = false) const;
|
||||
int GetItemHeroicMR(bool augments = false) const;
|
||||
int GetItemHeroicFR(bool augments = false) const;
|
||||
int GetItemHeroicCR(bool augments = false) const;
|
||||
int GetItemHeroicPR(bool augments = false) const;
|
||||
int GetItemHeroicDR(bool augments = false) const;
|
||||
int GetItemHeroicCorrup(bool augments = false) const;
|
||||
int GetItemHaste(bool augments = false) const;
|
||||
|
||||
protected:
|
||||
//////////////////////////
|
||||
// Protected Members
|
||||
|
||||
253
zone/attack.cpp
253
zone/attack.cpp
@ -928,231 +928,108 @@ int Mob::GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate
|
||||
int banedmg = 0;
|
||||
int x = 0;
|
||||
|
||||
if(!against || against->GetInvul() || against->GetSpecialAbility(IMMUNE_MELEE)){
|
||||
if (!against || against->GetInvul() || against->GetSpecialAbility(IMMUNE_MELEE))
|
||||
return 0;
|
||||
}
|
||||
|
||||
//check for items being illegally attained
|
||||
if(weapon_item){
|
||||
const Item_Struct *mWeaponItem = weapon_item->GetItem();
|
||||
if(mWeaponItem){
|
||||
if(mWeaponItem->ReqLevel > GetLevel()){
|
||||
return 0;
|
||||
}
|
||||
|
||||
if(!weapon_item->IsEquipable(GetBaseRace(), GetClass())){
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
else{
|
||||
// check for items being illegally attained
|
||||
if (weapon_item) {
|
||||
if (!weapon_item->GetItem())
|
||||
return 0;
|
||||
|
||||
if (weapon_item->GetItemRequiredLevel(true) > GetLevel())
|
||||
return 0;
|
||||
|
||||
if (!weapon_item->IsEquipable(GetBaseRace(), GetClass()))
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
if(against->GetSpecialAbility(IMMUNE_MELEE_NONMAGICAL)){
|
||||
if(weapon_item){
|
||||
if (against->GetSpecialAbility(IMMUNE_MELEE_NONMAGICAL)) {
|
||||
if (weapon_item) {
|
||||
// check to see if the weapon is magic
|
||||
bool MagicWeapon = false;
|
||||
if(weapon_item->GetItem() && weapon_item->GetItem()->Magic)
|
||||
MagicWeapon = true;
|
||||
else
|
||||
if(spellbonuses.MagicWeapon || itembonuses.MagicWeapon)
|
||||
MagicWeapon = true;
|
||||
bool MagicWeapon = weapon_item->GetItemMagical(true) || spellbonuses.MagicWeapon || itembonuses.MagicWeapon;
|
||||
if (MagicWeapon) {
|
||||
auto rec_level = weapon_item->GetItemRecommendedLevel(true);
|
||||
if (IsClient() && GetLevel() < rec_level)
|
||||
dmg = CastToClient()->CalcRecommendedLevelBonus(
|
||||
GetLevel(), rec_level, weapon_item->GetItemWeaponDamage(true));
|
||||
else
|
||||
// An augment on the weapon that is marked magic makes
|
||||
// the item magical.
|
||||
for(x = 0; MagicWeapon == false && x < EmuConstants::ITEM_COMMON_SIZE; x++)
|
||||
{
|
||||
if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem())
|
||||
{
|
||||
if (weapon_item->GetAugment(x)->GetItem()->Magic)
|
||||
MagicWeapon = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(MagicWeapon) {
|
||||
|
||||
if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){
|
||||
dmg = CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->Damage);
|
||||
}
|
||||
else{
|
||||
dmg = weapon_item->GetItem()->Damage;
|
||||
}
|
||||
|
||||
for(int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; x++){
|
||||
if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem()){
|
||||
dmg += weapon_item->GetAugment(x)->GetItem()->Damage;
|
||||
if (hate) *hate += weapon_item->GetAugment(x)->GetItem()->Damage + weapon_item->GetAugment(x)->GetItem()->ElemDmgAmt;
|
||||
}
|
||||
}
|
||||
dmg = weapon_item->GetItemWeaponDamage(true);
|
||||
dmg = dmg <= 0 ? 1 : dmg;
|
||||
}
|
||||
else
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
else{
|
||||
bool MagicGloves=false;
|
||||
}
|
||||
} else {
|
||||
bool MagicGloves = false;
|
||||
if (IsClient()) {
|
||||
ItemInst *gloves=CastToClient()->GetInv().GetItem(MainHands);
|
||||
if (gloves != nullptr) {
|
||||
MagicGloves = gloves->GetItem()->Magic;
|
||||
}
|
||||
const ItemInst *gloves = CastToClient()->GetInv().GetItem(MainHands);
|
||||
if (gloves)
|
||||
MagicGloves = gloves->GetItemMagical(true);
|
||||
}
|
||||
|
||||
if((GetClass() == MONK || GetClass() == BEASTLORD)) {
|
||||
if(MagicGloves || GetLevel() >= 30){
|
||||
if (GetClass() == MONK || GetClass() == BEASTLORD) {
|
||||
if (MagicGloves || GetLevel() >= 30) {
|
||||
dmg = GetHandToHandDamage();
|
||||
if (hate) *hate += dmg;
|
||||
if (hate)
|
||||
*hate += dmg;
|
||||
}
|
||||
}
|
||||
else if(GetOwner() && GetLevel() >= RuleI(Combat, PetAttackMagicLevel)){ //pets wouldn't actually use this but...
|
||||
dmg = 1; //it gives us an idea if we can hit
|
||||
}
|
||||
else if(MagicGloves || GetSpecialAbility(SPECATK_MAGICAL)){
|
||||
} else if (GetOwner() &&
|
||||
GetLevel() >=
|
||||
RuleI(Combat, PetAttackMagicLevel)) { // pets wouldn't actually use this but...
|
||||
dmg = 1; // it gives us an idea if we can hit
|
||||
} else if (MagicGloves || GetSpecialAbility(SPECATK_MAGICAL)) {
|
||||
dmg = 1;
|
||||
}
|
||||
else
|
||||
} else
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
else{
|
||||
if(weapon_item){
|
||||
if(weapon_item->GetItem()){
|
||||
|
||||
if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){
|
||||
dmg = CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->Damage);
|
||||
}
|
||||
else{
|
||||
dmg = weapon_item->GetItem()->Damage;
|
||||
} else {
|
||||
if (weapon_item) {
|
||||
if (weapon_item->GetItem()) {
|
||||
auto rec_level = weapon_item->GetItemRecommendedLevel(true);
|
||||
if (IsClient() && GetLevel() < rec_level) {
|
||||
dmg = CastToClient()->CalcRecommendedLevelBonus(
|
||||
GetLevel(), rec_level, weapon_item->GetItemWeaponDamage(true));
|
||||
} else {
|
||||
dmg = weapon_item->GetItemWeaponDamage(true);
|
||||
}
|
||||
|
||||
for (int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; x++){
|
||||
if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem()){
|
||||
dmg += weapon_item->GetAugment(x)->GetItem()->Damage;
|
||||
if (hate) *hate += weapon_item->GetAugment(x)->GetItem()->Damage + weapon_item->GetAugment(x)->GetItem()->ElemDmgAmt;
|
||||
}
|
||||
}
|
||||
dmg = dmg <= 0 ? 1 : dmg;
|
||||
}
|
||||
}
|
||||
else{
|
||||
} else {
|
||||
dmg = GetHandToHandDamage();
|
||||
if (hate) *hate += dmg;
|
||||
if (hate)
|
||||
*hate += dmg;
|
||||
}
|
||||
}
|
||||
|
||||
int eledmg = 0;
|
||||
if(!against->GetSpecialAbility(IMMUNE_MAGIC)){
|
||||
if(weapon_item && weapon_item->GetItem() && weapon_item->GetItem()->ElemDmgAmt){
|
||||
if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){
|
||||
eledmg = CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->ElemDmgAmt);
|
||||
}
|
||||
else{
|
||||
eledmg = weapon_item->GetItem()->ElemDmgAmt;
|
||||
}
|
||||
|
||||
if(eledmg)
|
||||
{
|
||||
eledmg = (eledmg * against->ResistSpell(weapon_item->GetItem()->ElemDmgType, 0, this) / 100);
|
||||
}
|
||||
}
|
||||
|
||||
if(weapon_item){
|
||||
for (int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; x++){
|
||||
if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem()){
|
||||
if(weapon_item->GetAugment(x)->GetItem()->ElemDmgAmt)
|
||||
eledmg += (weapon_item->GetAugment(x)->GetItem()->ElemDmgAmt * against->ResistSpell(weapon_item->GetAugment(x)->GetItem()->ElemDmgType, 0, this) / 100);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!against->GetSpecialAbility(IMMUNE_MAGIC)) {
|
||||
if (weapon_item && weapon_item->GetItem() && weapon_item->GetItemElementalFlag(true))
|
||||
// the client actually has the way this is done, it does not appear to check req!
|
||||
eledmg = against->ResistElementalWeaponDmg(weapon_item);
|
||||
}
|
||||
|
||||
if(against->GetSpecialAbility(IMMUNE_MELEE_EXCEPT_BANE)){
|
||||
if(weapon_item && weapon_item->GetItem()){
|
||||
if(weapon_item->GetItem()->BaneDmgBody == against->GetBodyType()){
|
||||
if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){
|
||||
banedmg += CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->BaneDmgAmt);
|
||||
}
|
||||
else{
|
||||
banedmg += weapon_item->GetItem()->BaneDmgAmt;
|
||||
}
|
||||
}
|
||||
if (weapon_item && weapon_item->GetItem() &&
|
||||
(weapon_item->GetItemBaneDamageBody(true) || weapon_item->GetItemBaneDamageRace(true)))
|
||||
banedmg = against->CheckBaneDamage(weapon_item);
|
||||
|
||||
if(weapon_item->GetItem()->BaneDmgRace == against->GetRace()){
|
||||
if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){
|
||||
banedmg += CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->BaneDmgRaceAmt);
|
||||
}
|
||||
else{
|
||||
banedmg += weapon_item->GetItem()->BaneDmgRaceAmt;
|
||||
}
|
||||
}
|
||||
|
||||
for (int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; x++){
|
||||
if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem()){
|
||||
if(weapon_item->GetAugment(x)->GetItem()->BaneDmgBody == against->GetBodyType()){
|
||||
banedmg += weapon_item->GetAugment(x)->GetItem()->BaneDmgAmt;
|
||||
}
|
||||
|
||||
if(weapon_item->GetAugment(x)->GetItem()->BaneDmgRace == against->GetRace()){
|
||||
banedmg += weapon_item->GetAugment(x)->GetItem()->BaneDmgRaceAmt;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(!eledmg && !banedmg)
|
||||
{
|
||||
if(!GetSpecialAbility(SPECATK_BANE))
|
||||
if (against->GetSpecialAbility(IMMUNE_MELEE_EXCEPT_BANE)) {
|
||||
if (!eledmg && !banedmg) {
|
||||
if (!GetSpecialAbility(SPECATK_BANE))
|
||||
return 0;
|
||||
else
|
||||
return 1;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
dmg += (banedmg + eledmg);
|
||||
if (hate) *hate += banedmg;
|
||||
}
|
||||
}
|
||||
else{
|
||||
if(weapon_item && weapon_item->GetItem()){
|
||||
if(weapon_item->GetItem()->BaneDmgBody == against->GetBodyType()){
|
||||
if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){
|
||||
banedmg += CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->BaneDmgAmt);
|
||||
}
|
||||
else{
|
||||
banedmg += weapon_item->GetItem()->BaneDmgAmt;
|
||||
}
|
||||
}
|
||||
|
||||
if(weapon_item->GetItem()->BaneDmgRace == against->GetRace()){
|
||||
if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){
|
||||
banedmg += CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->BaneDmgRaceAmt);
|
||||
}
|
||||
else{
|
||||
banedmg += weapon_item->GetItem()->BaneDmgRaceAmt;
|
||||
}
|
||||
}
|
||||
|
||||
for (int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; x++){
|
||||
if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem()){
|
||||
if(weapon_item->GetAugment(x)->GetItem()->BaneDmgBody == against->GetBodyType()){
|
||||
banedmg += weapon_item->GetAugment(x)->GetItem()->BaneDmgAmt;
|
||||
}
|
||||
|
||||
if(weapon_item->GetAugment(x)->GetItem()->BaneDmgRace == against->GetRace()){
|
||||
banedmg += weapon_item->GetAugment(x)->GetItem()->BaneDmgRaceAmt;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (hate)
|
||||
*hate += banedmg;
|
||||
}
|
||||
} else {
|
||||
dmg += (banedmg + eledmg);
|
||||
if (hate) *hate += banedmg;
|
||||
if (hate)
|
||||
*hate += banedmg;
|
||||
}
|
||||
|
||||
if(dmg <= 0){
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
return dmg;
|
||||
return std::max(0, dmg);
|
||||
}
|
||||
|
||||
//note: throughout this method, setting `damage` to a negative is a way to
|
||||
|
||||
320
zone/bonuses.cpp
320
zone/bonuses.cpp
@ -207,32 +207,31 @@ void Client::ProcessItemCaps()
|
||||
itembonuses.ATK = std::min(itembonuses.ATK, CalcItemATKCap());
|
||||
}
|
||||
|
||||
void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, bool isTribute) {
|
||||
if(!inst || !inst->IsType(ItemClassCommon))
|
||||
{
|
||||
void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override)
|
||||
{
|
||||
if (!inst || !inst->IsType(ItemClassCommon)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if(inst->GetAugmentType()==0 && isAug == true)
|
||||
{
|
||||
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)
|
||||
if (!isTribute && !inst->IsEquipable(GetBaseRace(), GetClass())) {
|
||||
if (item->ItemType != ItemTypeFood && item->ItemType != ItemTypeDrink)
|
||||
return;
|
||||
}
|
||||
|
||||
if(GetLevel() < item->ReqLevel)
|
||||
{
|
||||
if (GetLevel() < inst->GetItemRequiredLevel(true)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if(GetLevel() >= item->RecLevel)
|
||||
{
|
||||
// So there isn't a very nice way to get the real rec level from the aug's inst, so we just pass it in, only
|
||||
// used for augs
|
||||
auto rec_level = isAug ? rec_override : inst->GetItemRecommendedLevel(true);
|
||||
if (GetLevel() >= rec_level) {
|
||||
newbon->AC += item->AC;
|
||||
newbon->HP += item->HP;
|
||||
newbon->Mana += item->Mana;
|
||||
@ -281,280 +280,257 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAu
|
||||
newbon->HeroicDR += item->HeroicDR;
|
||||
newbon->HeroicCorrup += item->HeroicSVCorrup;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
} 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->AC += CalcRecommendedLevelBonus(lvl, rec_level, item->AC);
|
||||
newbon->HP += CalcRecommendedLevelBonus(lvl, rec_level, item->HP);
|
||||
newbon->Mana += CalcRecommendedLevelBonus(lvl, rec_level, item->Mana);
|
||||
newbon->Endurance += CalcRecommendedLevelBonus(lvl, rec_level, item->Endur);
|
||||
newbon->ATK += CalcRecommendedLevelBonus(lvl, rec_level, item->Attack);
|
||||
newbon->STR += CalcRecommendedLevelBonus(lvl, rec_level, (item->AStr + item->HeroicStr));
|
||||
newbon->STA += CalcRecommendedLevelBonus(lvl, rec_level, (item->ASta + item->HeroicSta));
|
||||
newbon->DEX += CalcRecommendedLevelBonus(lvl, rec_level, (item->ADex + item->HeroicDex));
|
||||
newbon->AGI += CalcRecommendedLevelBonus(lvl, rec_level, (item->AAgi + item->HeroicAgi));
|
||||
newbon->INT += CalcRecommendedLevelBonus(lvl, rec_level, (item->AInt + item->HeroicInt));
|
||||
newbon->WIS += CalcRecommendedLevelBonus(lvl, rec_level, (item->AWis + item->HeroicWis));
|
||||
newbon->CHA += CalcRecommendedLevelBonus(lvl, rec_level, (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->MR += CalcRecommendedLevelBonus(lvl, rec_level, (item->MR + item->HeroicMR));
|
||||
newbon->FR += CalcRecommendedLevelBonus(lvl, rec_level, (item->FR + item->HeroicFR));
|
||||
newbon->CR += CalcRecommendedLevelBonus(lvl, rec_level, (item->CR + item->HeroicCR));
|
||||
newbon->PR += CalcRecommendedLevelBonus(lvl, rec_level, (item->PR + item->HeroicPR));
|
||||
newbon->DR += CalcRecommendedLevelBonus(lvl, rec_level, (item->DR + item->HeroicDR));
|
||||
newbon->Corrup +=
|
||||
CalcRecommendedLevelBonus(lvl, rec_level, (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->STRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicStr);
|
||||
newbon->STACapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSta);
|
||||
newbon->DEXCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDex);
|
||||
newbon->AGICapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicAgi);
|
||||
newbon->INTCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicInt);
|
||||
newbon->WISCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicWis);
|
||||
newbon->CHACapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCha);
|
||||
newbon->MRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicMR);
|
||||
newbon->CRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicFR);
|
||||
newbon->FRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCR);
|
||||
newbon->PRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicPR);
|
||||
newbon->DRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDR);
|
||||
newbon->CorrupCapMod += CalcRecommendedLevelBonus(lvl, rec_level, 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 );
|
||||
newbon->HeroicSTR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicStr);
|
||||
newbon->HeroicSTA += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSta);
|
||||
newbon->HeroicDEX += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDex);
|
||||
newbon->HeroicAGI += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicAgi);
|
||||
newbon->HeroicINT += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicInt);
|
||||
newbon->HeroicWIS += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicWis);
|
||||
newbon->HeroicCHA += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCha);
|
||||
newbon->HeroicMR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicMR);
|
||||
newbon->HeroicFR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicFR);
|
||||
newbon->HeroicCR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCR);
|
||||
newbon->HeroicPR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicPR);
|
||||
newbon->HeroicDR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDR);
|
||||
newbon->HeroicCorrup += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSVCorrup);
|
||||
}
|
||||
|
||||
//FatherNitwit: New style haste, shields, and regens
|
||||
if(newbon->haste < (int32)item->Haste) {
|
||||
// FatherNitwit: New style haste, shields, and regens
|
||||
if (newbon->haste < (int32)item->Haste) {
|
||||
newbon->haste = item->Haste;
|
||||
}
|
||||
if(item->Regen > 0)
|
||||
if (item->Regen > 0)
|
||||
newbon->HPRegen += item->Regen;
|
||||
|
||||
if(item->ManaRegen > 0)
|
||||
if (item->ManaRegen > 0)
|
||||
newbon->ManaRegen += item->ManaRegen;
|
||||
|
||||
if(item->EnduranceRegen > 0)
|
||||
if (item->EnduranceRegen > 0)
|
||||
newbon->EnduranceRegen += item->EnduranceRegen;
|
||||
|
||||
if(item->DamageShield > 0) {
|
||||
if((newbon->DamageShield + item->DamageShield) > RuleI(Character, ItemDamageShieldCap))
|
||||
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))
|
||||
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))
|
||||
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))
|
||||
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))
|
||||
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))
|
||||
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))
|
||||
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))
|
||||
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))
|
||||
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))
|
||||
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))
|
||||
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))
|
||||
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))
|
||||
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
|
||||
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
|
||||
if (item->Focus.Effect > 0 && (item->Focus.Type == ET_Focus)) { // focus effects
|
||||
ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
|
||||
}
|
||||
|
||||
switch(item->BardType)
|
||||
{
|
||||
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;
|
||||
}
|
||||
{
|
||||
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;
|
||||
}
|
||||
{
|
||||
if (item->BardValue > newbon->singingMod)
|
||||
newbon->singingMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
case 23: /* Wind */
|
||||
{
|
||||
if(item->BardValue > newbon->windMod)
|
||||
newbon->windMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
{
|
||||
if (item->BardValue > newbon->windMod)
|
||||
newbon->windMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
case 24: /* stringed */
|
||||
{
|
||||
if(item->BardValue > newbon->stringedMod)
|
||||
newbon->stringedMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
{
|
||||
if (item->BardValue > newbon->stringedMod)
|
||||
newbon->stringedMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
case 25: /* brass */
|
||||
{
|
||||
if(item->BardValue > newbon->brassMod)
|
||||
newbon->brassMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
{
|
||||
if (item->BardValue > newbon->brassMod)
|
||||
newbon->brassMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
case 26: /* Percussion */
|
||||
{
|
||||
if(item->BardValue > newbon->percussionMod)
|
||||
newbon->percussionMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
{
|
||||
if (item->BardValue > newbon->percussionMod)
|
||||
newbon->percussionMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (item->SkillModValue != 0 && item->SkillModType <= HIGHEST_SKILL){
|
||||
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))
|
||||
{
|
||||
(item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue)) {
|
||||
newbon->skillmod[item->SkillModType] = item->SkillModValue;
|
||||
newbon->skillmodmax[item->SkillModType] = item->SkillModMax;
|
||||
}
|
||||
}
|
||||
|
||||
// Add Item Faction Mods
|
||||
if (item->FactionMod1)
|
||||
{
|
||||
if (item->FactionAmt1 > 0 && item->FactionAmt1 > GetItemFactionBonus(item->FactionMod1))
|
||||
{
|
||||
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))
|
||||
{
|
||||
} 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))
|
||||
{
|
||||
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))
|
||||
{
|
||||
} 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))
|
||||
{
|
||||
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))
|
||||
{
|
||||
} 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))
|
||||
{
|
||||
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))
|
||||
{
|
||||
} 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))
|
||||
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);
|
||||
}
|
||||
if (!isAug) {
|
||||
for (int i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++)
|
||||
AddItemBonuses(inst->GetAugment(i), newbon, true, false, rec_level);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Client::AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug) {
|
||||
|
||||
102
zone/bot.cpp
102
zone/bot.cpp
@ -8829,7 +8829,7 @@ void Bot::CalcItemBonuses(StatBonuses* newbon)
|
||||
newbon->EnduranceRegen = CalcEnduranceRegenCap();
|
||||
}
|
||||
|
||||
void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, bool isTribute) {
|
||||
void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, bool isTribute, int rec_override) {
|
||||
if(!inst || !inst->IsType(ItemClassCommon))
|
||||
{
|
||||
return;
|
||||
@ -8848,12 +8848,13 @@ void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug,
|
||||
return;
|
||||
}
|
||||
|
||||
if(GetLevel() < item->ReqLevel)
|
||||
if(GetLevel() < inst->GetItemRequiredLevel(true))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if(GetLevel() >= item->RecLevel)
|
||||
auto rec_level = isAug ? rec_override : inst->GetItemRecommendedLevel(true);
|
||||
if(GetLevel() >= rec_level)
|
||||
{
|
||||
newbon->AC += item->AC;
|
||||
newbon->HP += item->HP;
|
||||
@ -8907,55 +8908,54 @@ void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug,
|
||||
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->AC += CalcRecommendedLevelBonus( lvl, rec_level, item->AC );
|
||||
newbon->HP += CalcRecommendedLevelBonus( lvl, rec_level, item->HP );
|
||||
newbon->Mana += CalcRecommendedLevelBonus( lvl, rec_level, item->Mana );
|
||||
newbon->Endurance += CalcRecommendedLevelBonus( lvl, rec_level, item->Endur );
|
||||
newbon->ATK += CalcRecommendedLevelBonus( lvl, rec_level, item->Attack );
|
||||
newbon->STR += CalcRecommendedLevelBonus( lvl, rec_level, (item->AStr + item->HeroicStr) );
|
||||
newbon->STA += CalcRecommendedLevelBonus( lvl, rec_level, (item->ASta + item->HeroicSta) );
|
||||
newbon->DEX += CalcRecommendedLevelBonus( lvl, rec_level, (item->ADex + item->HeroicDex) );
|
||||
newbon->AGI += CalcRecommendedLevelBonus( lvl, rec_level, (item->AAgi + item->HeroicAgi) );
|
||||
newbon->INT += CalcRecommendedLevelBonus( lvl, rec_level, (item->AInt + item->HeroicInt) );
|
||||
newbon->WIS += CalcRecommendedLevelBonus( lvl, rec_level, (item->AWis + item->HeroicWis) );
|
||||
newbon->CHA += CalcRecommendedLevelBonus( lvl, rec_level, (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->MR += CalcRecommendedLevelBonus( lvl, rec_level, (item->MR + item->HeroicMR) );
|
||||
newbon->FR += CalcRecommendedLevelBonus( lvl, rec_level, (item->FR + item->HeroicFR) );
|
||||
newbon->CR += CalcRecommendedLevelBonus( lvl, rec_level, (item->CR + item->HeroicCR) );
|
||||
newbon->PR += CalcRecommendedLevelBonus( lvl, rec_level, (item->PR + item->HeroicPR) );
|
||||
newbon->DR += CalcRecommendedLevelBonus( lvl, rec_level, (item->DR + item->HeroicDR) );
|
||||
newbon->Corrup += CalcRecommendedLevelBonus( lvl, rec_level, (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->STRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicStr );
|
||||
newbon->STACapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicSta );
|
||||
newbon->DEXCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDex );
|
||||
newbon->AGICapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicAgi );
|
||||
newbon->INTCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicInt );
|
||||
newbon->WISCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicWis );
|
||||
newbon->CHACapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCha );
|
||||
newbon->MRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicMR );
|
||||
newbon->CRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicFR );
|
||||
newbon->FRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCR );
|
||||
newbon->PRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicPR );
|
||||
newbon->DRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDR );
|
||||
newbon->CorrupCapMod += CalcRecommendedLevelBonus( lvl, rec_level, 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 );
|
||||
newbon->HeroicSTR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicStr );
|
||||
newbon->HeroicSTA += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicSta );
|
||||
newbon->HeroicDEX += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDex );
|
||||
newbon->HeroicAGI += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicAgi );
|
||||
newbon->HeroicINT += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicInt );
|
||||
newbon->HeroicWIS += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicWis );
|
||||
newbon->HeroicCHA += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCha );
|
||||
newbon->HeroicMR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicMR );
|
||||
newbon->HeroicFR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicFR );
|
||||
newbon->HeroicCR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCR );
|
||||
newbon->HeroicPR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicPR );
|
||||
newbon->HeroicDR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDR );
|
||||
newbon->HeroicCorrup += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicSVCorrup );
|
||||
}
|
||||
|
||||
//FatherNitwit: New style haste, shields, and regens
|
||||
@ -9124,10 +9124,8 @@ void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug,
|
||||
|
||||
if (!isAug)
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++) {
|
||||
AddItemBonuses(inst->GetAugment(i),newbon,true);
|
||||
}
|
||||
for (int i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++)
|
||||
AddItemBonuses(inst->GetAugment(i),newbon,true, false, rec_level);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -193,7 +193,7 @@ public:
|
||||
virtual int32 CheckAggroAmount(uint16 spellid);
|
||||
virtual void CalcBonuses();
|
||||
void CalcItemBonuses(StatBonuses* newbon);
|
||||
void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false);
|
||||
void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false, int rec_override = 0);
|
||||
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);
|
||||
|
||||
@ -1275,7 +1275,7 @@ public:
|
||||
protected:
|
||||
friend class Mob;
|
||||
void CalcItemBonuses(StatBonuses* newbon);
|
||||
void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false);
|
||||
void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false, int rec_override = 0);
|
||||
void AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false);
|
||||
int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
|
||||
void CalcEdibleBonuses(StatBonuses* newbon);
|
||||
|
||||
168
zone/mob.cpp
168
zone/mob.cpp
@ -5681,4 +5681,170 @@ int32 Mob::GetMeleeMitigation() {
|
||||
mitigation += itembonuses.MeleeMitigationEffect;
|
||||
mitigation += aabonuses.MeleeMitigationEffect;
|
||||
return mitigation;
|
||||
}
|
||||
}
|
||||
|
||||
/* this is the mob being attacked.
|
||||
* Pass in the weapon's ItemInst
|
||||
*/
|
||||
int Mob::ResistElementalWeaponDmg(const ItemInst *item)
|
||||
{
|
||||
if (!item)
|
||||
return 0;
|
||||
int magic = 0, fire = 0, cold = 0, poison = 0, disease = 0, chromatic = 0, prismatic = 0, physical = 0,
|
||||
corruption = 0;
|
||||
int resist = 0;
|
||||
int roll = 0;
|
||||
/* this is how the client does the resist rolls for these.
|
||||
* Given the difficulty of parsing out these resists, I'll trust the client
|
||||
*/
|
||||
if (item->GetItemElementalDamage(magic, fire, cold, poison, disease, chromatic, prismatic, physical, corruption, true)) {
|
||||
if (magic) {
|
||||
resist = GetMR();
|
||||
if (resist >= 201) {
|
||||
magic = 0;
|
||||
} else {
|
||||
roll = zone->random.Int(0, 200) - resist;
|
||||
if (roll < 1)
|
||||
magic = 0;
|
||||
else if (roll < 100)
|
||||
magic = magic * roll / 100;
|
||||
}
|
||||
}
|
||||
|
||||
if (fire) {
|
||||
resist = GetFR();
|
||||
if (resist >= 201) {
|
||||
fire = 0;
|
||||
} else {
|
||||
roll = zone->random.Int(0, 200) - resist;
|
||||
if (roll < 1)
|
||||
fire = 0;
|
||||
else if (roll < 100)
|
||||
fire = fire * roll / 100;
|
||||
}
|
||||
}
|
||||
|
||||
if (cold) {
|
||||
resist = GetCR();
|
||||
if (resist >= 201) {
|
||||
cold = 0;
|
||||
} else {
|
||||
roll = zone->random.Int(0, 200) - resist;
|
||||
if (roll < 1)
|
||||
cold = 0;
|
||||
else if (roll < 100)
|
||||
cold = cold * roll / 100;
|
||||
}
|
||||
}
|
||||
|
||||
if (poison) {
|
||||
resist = GetPR();
|
||||
if (resist >= 201) {
|
||||
poison = 0;
|
||||
} else {
|
||||
roll = zone->random.Int(0, 200) - resist;
|
||||
if (roll < 1)
|
||||
poison = 0;
|
||||
else if (roll < 100)
|
||||
poison = poison * roll / 100;
|
||||
}
|
||||
}
|
||||
|
||||
if (disease) {
|
||||
resist = GetDR();
|
||||
if (resist >= 201) {
|
||||
disease = 0;
|
||||
} else {
|
||||
roll = zone->random.Int(0, 200) - resist;
|
||||
if (roll < 1)
|
||||
disease = 0;
|
||||
else if (roll < 100)
|
||||
disease = disease * roll / 100;
|
||||
}
|
||||
}
|
||||
|
||||
if (corruption) {
|
||||
resist = GetCorrup();
|
||||
if (resist >= 201) {
|
||||
corruption = 0;
|
||||
} else {
|
||||
roll = zone->random.Int(0, 200) - resist;
|
||||
if (roll < 1)
|
||||
corruption = 0;
|
||||
else if (roll < 100)
|
||||
corruption = corruption * roll / 100;
|
||||
}
|
||||
}
|
||||
|
||||
if (chromatic) {
|
||||
resist = GetFR();
|
||||
int temp = GetCR();
|
||||
if (temp < resist)
|
||||
resist = temp;
|
||||
|
||||
temp = GetMR();
|
||||
if (temp < resist)
|
||||
resist = temp;
|
||||
|
||||
temp = GetDR();
|
||||
if (temp < resist)
|
||||
resist = temp;
|
||||
|
||||
temp = GetPR();
|
||||
if (temp < resist)
|
||||
resist = temp;
|
||||
|
||||
if (resist >= 201) {
|
||||
chromatic = 0;
|
||||
} else {
|
||||
roll = zone->random.Int(0, 200) - resist;
|
||||
if (roll < 1)
|
||||
chromatic = 0;
|
||||
else if (roll < 100)
|
||||
chromatic = chromatic * roll / 100;
|
||||
}
|
||||
}
|
||||
|
||||
if (prismatic) {
|
||||
resist = (GetFR() + GetCR() + GetMR() + GetDR() + GetPR()) / 5;
|
||||
if (resist >= 201) {
|
||||
prismatic = 0;
|
||||
} else {
|
||||
roll = zone->random.Int(0, 200) - resist;
|
||||
if (roll < 1)
|
||||
prismatic = 0;
|
||||
else if (roll < 100)
|
||||
prismatic = prismatic * roll / 100;
|
||||
}
|
||||
}
|
||||
|
||||
if (physical) {
|
||||
resist = GetPhR();
|
||||
if (resist >= 201) {
|
||||
physical = 0;
|
||||
} else {
|
||||
roll = zone->random.Int(0, 200) - resist;
|
||||
if (roll < 1)
|
||||
physical = 0;
|
||||
else if (roll < 100)
|
||||
physical = physical * roll / 100;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return magic + fire + cold + poison + disease + chromatic + prismatic + physical + corruption;
|
||||
}
|
||||
|
||||
/* this is the mob being attacked.
|
||||
* Pass in the weapon's ItemInst
|
||||
*/
|
||||
int Mob::CheckBaneDamage(const ItemInst *item)
|
||||
{
|
||||
if (!item)
|
||||
return 0;
|
||||
|
||||
int damage = item->GetItemBaneDamageBody(GetBodyType(), true);
|
||||
damage += item->GetItemBaneDamageRace(GetRace(), true);
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
@ -233,6 +233,8 @@ public:
|
||||
int resist_override = 0, bool CharismaCheck = false, bool CharmTick = false, bool IsRoot = false,
|
||||
int level_override = -1);
|
||||
int ResistPhysical(int level_diff, uint8 caster_level);
|
||||
int ResistElementalWeaponDmg(const ItemInst *item);
|
||||
int CheckBaneDamage(const ItemInst *item);
|
||||
uint16 GetSpecializeSkillValue(uint16 spell_id) const;
|
||||
void SendSpellBarDisable();
|
||||
void SendSpellBarEnable(uint16 spellid);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user