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Merge pull request #366 from KayenEQ/Development
Optional additive worn effect bonus rule
This commit is contained in:
commit
8acaa47b8f
@ -300,7 +300,7 @@ RULE_INT ( Spells, MaxCastTimeReduction, 50) //Max percent your spell cast time
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RULE_INT ( Spells, RootBreakFromSpells, 55) //Chance for root to break when cast on.
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RULE_INT ( Spells, DeathSaveCharismaMod, 3) //Determines how much charisma effects chance of death save firing.
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RULE_INT ( Spells, DivineInterventionHeal, 8000) //Divine intervention heal amount.
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RULE_BOOL ( Spells, AdditiveBonusValues, false) //Allow certain bonuses to be calculated by adding together the value from each item, instead of taking the highest value. (ie Add together all Cleave Effects)
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RULE_INT ( Spells, AdditiveBonusWornType, 0) //Calc worn bonuses to add together (instead of taking highest) if set to THIS worn type. (2=Will covert live items automatically)
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RULE_BOOL ( Spells, UseCHAScribeHack, false) //ScribeSpells and TrainDiscs quest functions will ignore entries where field 12 is CHA. What's the best way to do this?
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RULE_BOOL ( Spells, BuffLevelRestrictions, true) //Buffs will not land on low level toons like live
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RULE_INT ( Spells, RootBreakCheckChance, 70) //Determines chance for a root break check to occur each buff tick.
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@ -0,0 +1,4 @@
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INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells:AdditiveBonusWornType', '0', 'Calcs worn bonuses to add together (instead of taking highest) if item set to THIS worn type. Will stack with regular worn bonuses. (2=Will cause all live items to use this behavior)');
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-- This is no longer used - Set the above value equal to 2 to achieve the same effect.
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DELETE FROM `rule_values` WHERE rule_name LIKE "Spells:AdditiveBonusValues";
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106
zone/bonuses.cpp
106
zone/bonuses.cpp
@ -169,6 +169,17 @@ void Client::CalcItemBonuses(StatBonuses* newbon) {
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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) != ET_WornEffect){
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for (i = MainCharm; i < MainAmmo; i++) {
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const ItemInst* 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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}
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}
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// Caps
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if(newbon->HPRegen > CalcHPRegenCap())
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newbon->HPRegen = CalcHPRegenCap();
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@ -410,12 +421,12 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAu
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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 == ET_WornEffect)) { // latent effects
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ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, true, true);
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if (item->Worn.Effect > 0 && item->Worn.Type == ET_WornEffect) {// 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 == ET_Focus)) { // focus effects
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ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0, true, false);
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ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
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}
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switch(item->BardType)
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@ -537,6 +548,45 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAu
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}
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void Client::AdditiveWornBonuses(const ItemInst *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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can stack with other worn effects of the same spell effect type, instead of only taking the highest value.
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Ie Cleave I = 40 pct cleave - So if you equip 3 cleave I items you will have a 120 pct cleave bonus.
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To enable use RuleI(Spells, AdditiveBonusWornType)
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Setting value = 2 Will force all live items to automatically be calculated additivily
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Setting value to anything else will indicate the item 'worntype' that if set to the same, will cause the bonuses to use this calculation
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which will also stack with regular (worntype 2) effects. [Ie set rule = 3 and item worntype = 3]
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*/
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if(!inst || !inst->IsType(ItemClassCommon))
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return;
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if(inst->GetAugmentType()==0 && isAug == true)
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return;
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const Item_Struct *item = inst->GetItem();
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if(!inst->IsEquipable(GetBaseRace(),GetClass()))
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return;
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if(GetLevel() < item->ReqLevel)
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return;
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if (item->Worn.Effect > 0 && item->Worn.Type == RuleI(Spells, AdditiveBonusWornType))
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ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);// Non-live like - Addititive latent effects
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if (!isAug)
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{
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int i;
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for (i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++) {
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AdditiveWornBonuses(inst->GetAugment(i),newbon,true);
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}
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}
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}
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void Client::CalcEdibleBonuses(StatBonuses* newbon) {
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uint32 i;
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@ -1393,7 +1443,7 @@ void Mob::CalcSpellBonuses(StatBonuses* newbon)
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int buff_count = GetMaxTotalSlots();
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for(i = 0; i < buff_count; i++) {
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if(buffs[i].spellid != SPELL_UNKNOWN){
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ApplySpellsBonuses(buffs[i].spellid, buffs[i].casterlevel, newbon, buffs[i].casterid, false, false, buffs[i].ticsremaining,i);
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ApplySpellsBonuses(buffs[i].spellid, buffs[i].casterlevel, newbon, buffs[i].casterid, false,0, buffs[i].ticsremaining,i);
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if (buffs[i].numhits > 0)
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Numhits(true);
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@ -1416,10 +1466,11 @@ void Mob::CalcSpellBonuses(StatBonuses* newbon)
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if (GetClass() == BARD) newbon->ManaRegen = 0; // Bards do not get mana regen from spells.
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}
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void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* new_bonus, uint16 casterId, bool item_bonus, bool IsWornEffect, uint32 ticsremaining, int buffslot,
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void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* new_bonus, uint16 casterId, uint8 WornType, uint32 ticsremaining, int buffslot,
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bool IsAISpellEffect, uint16 effect_id, int32 se_base, int32 se_limit, int32 se_max)
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{
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int i, effect_value, base2, max, effectid;
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bool AdditiveWornBonus = false;
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Mob *caster = nullptr;
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if(!IsAISpellEffect && !IsValidSpell(spell_id))
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@ -1439,15 +1490,19 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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uint8 focus = IsFocusEffect(spell_id, i);
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if (focus)
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{
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if (!IsWornEffect)
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new_bonus->FocusEffects[focus] = static_cast<uint8>(spells[spell_id].effectid[i]);
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if (WornType){
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if (RuleB(Spells, UseAdditiveFocusFromWornSlot))
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new_bonus->FocusEffectsWorn[focus] += spells[spell_id].base[i];
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}
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else if (RuleB(Spells, UseAdditiveFocusFromWornSlot))
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new_bonus->FocusEffectsWorn[focus] += spells[spell_id].base[i];
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else
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new_bonus->FocusEffects[focus] = static_cast<uint8>(spells[spell_id].effectid[i]);
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continue;
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}
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if (WornType && (RuleI(Spells, AdditiveBonusWornType) == WornType))
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AdditiveWornBonus = true;
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effectid = spells[spell_id].effectid[i];
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effect_value = CalcSpellEffectValue(spell_id, i, casterlevel, caster, ticsremaining);
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@ -1813,7 +1868,7 @@ 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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if (RuleB(Spells, AdditiveBonusValues) && item_bonus) {
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if (AdditiveWornBonus) {
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if(base2 == -1)
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new_bonus->CriticalHitChance[HIGHEST_SKILL+1] += effect_value;
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else
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@ -1839,7 +1894,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_CrippBlowChance:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (AdditiveWornBonus)
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new_bonus->CrippBlowChance += effect_value;
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else if((effect_value < 0) && (new_bonus->CrippBlowChance > effect_value))
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@ -1853,7 +1908,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_AvoidMeleeChance:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (AdditiveWornBonus)
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new_bonus->AvoidMeleeChanceEffect += effect_value;
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else if((effect_value < 0) && (new_bonus->AvoidMeleeChanceEffect > effect_value))
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@ -1866,7 +1921,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_RiposteChance:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (AdditiveWornBonus)
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new_bonus->RiposteChance += effect_value;
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else if((effect_value < 0) && (new_bonus->RiposteChance > effect_value))
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@ -1879,7 +1934,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_DodgeChance:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (AdditiveWornBonus)
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new_bonus->DodgeChance += effect_value;
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else if((effect_value < 0) && (new_bonus->DodgeChance > effect_value))
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@ -1892,7 +1947,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_ParryChance:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (AdditiveWornBonus)
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new_bonus->ParryChance += effect_value;
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else if((effect_value < 0) && (new_bonus->ParryChance > effect_value))
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@ -1905,7 +1960,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_DualWieldChance:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (AdditiveWornBonus)
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new_bonus->DualWieldChance += effect_value;
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else if((effect_value < 0) && (new_bonus->DualWieldChance > effect_value))
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@ -1919,7 +1974,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_DoubleAttackChance:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (AdditiveWornBonus)
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new_bonus->DoubleAttackChance += effect_value;
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else if((effect_value < 0) && (new_bonus->DoubleAttackChance > effect_value))
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@ -1933,7 +1988,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_TripleAttackChance:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (AdditiveWornBonus)
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new_bonus->TripleAttackChance += effect_value;
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else if((effect_value < 0) && (new_bonus->TripleAttackChance > effect_value))
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@ -1946,7 +2001,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_MeleeLifetap:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (AdditiveWornBonus)
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new_bonus->MeleeLifetap += spells[spell_id].base[i];
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else if((effect_value < 0) && (new_bonus->MeleeLifetap > effect_value))
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@ -1995,7 +2050,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_HundredHands:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (AdditiveWornBonus)
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new_bonus->HundredHands += effect_value;
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if (effect_value > 0 && effect_value > new_bonus->HundredHands)
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@ -2017,7 +2072,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_HitChance:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus){
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if (AdditiveWornBonus){
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if(base2 == -1)
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new_bonus->HitChanceEffect[HIGHEST_SKILL+1] += effect_value;
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else
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@ -2084,7 +2139,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_ProcChance:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus)
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if (AdditiveWornBonus)
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new_bonus->ProcChanceSPA += effect_value;
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else if((effect_value < 0) && (new_bonus->ProcChanceSPA > effect_value))
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@ -2122,7 +2177,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_DivineSave:
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{
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if (RuleB(Spells, AdditiveBonusValues) && item_bonus) {
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if (AdditiveWornBonus) {
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new_bonus->DivineSaveChance[0] += effect_value;
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new_bonus->DivineSaveChance[1] = 0;
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}
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@ -2131,7 +2186,6 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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{
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new_bonus->DivineSaveChance[0] = effect_value;
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new_bonus->DivineSaveChance[1] = base2;
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//SetDeathSaveChance(true);
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}
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break;
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}
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@ -3051,12 +3105,12 @@ void NPC::CalcItemBonuses(StatBonuses *newbon)
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newbon->ProcChance += cur->CombatEffects;
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}
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if (cur->Worn.Effect>0 && (cur->Worn.Type == ET_WornEffect)) { // latent effects
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ApplySpellsBonuses(cur->Worn.Effect, cur->Worn.Level, newbon);
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ApplySpellsBonuses(cur->Worn.Effect, cur->Worn.Level, newbon, cur->Worn.Type);
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}
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if (RuleB(Spells, NPC_UseFocusFromItems)){
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if (cur->Focus.Effect>0 && (cur->Focus.Type == ET_Focus)){ // focus effects
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ApplySpellsBonuses(cur->Focus.Effect, cur->Focus.Level, newbon, 0, true);
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ApplySpellsBonuses(cur->Focus.Effect, cur->Focus.Level, newbon);
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}
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}
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@ -10959,7 +10959,7 @@ void Bot::CalcItemBonuses()
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}
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}
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if ((itemtmp->Worn.Effect != 0) && (itemtmp->Worn.Type == ET_WornEffect)) { // latent effects
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ApplySpellsBonuses(itemtmp->Worn.Effect, itemtmp->Worn.Level, &itembonuses);
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ApplySpellsBonuses(itemtmp->Worn.Effect, itemtmp->Worn.Level, &itembonuses,0,itemtmp->Worn.Type);
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}
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}
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}
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@ -11043,7 +11043,7 @@ void Bot::CalcItemBonuses()
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}
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}
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if ((itemtmp->Worn.Effect != 0) && (itemtmp->Worn.Type == ET_WornEffect)) { // latent effects
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ApplySpellsBonuses(itemtmp->Worn.Effect, itemtmp->Worn.Level, &itembonuses);
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ApplySpellsBonuses(itemtmp->Worn.Effect, itemtmp->Worn.Level, &itembonuses,0,itemtmp->Worn.Type);
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}
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}
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}
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@ -1257,6 +1257,7 @@ protected:
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friend class Mob;
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void CalcItemBonuses(StatBonuses* newbon);
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void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false);
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void AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false);
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int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
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void CalcEdibleBonuses(StatBonuses* newbon);
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void CalcAABonuses(StatBonuses* newbon);
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@ -449,11 +449,11 @@ void Merc::AddItemBonuses(const Item_Struct *item, StatBonuses* newbon) {
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newbon->DSMitigation += item->DSMitigation;
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}
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if (item->Worn.Effect>0 && (item->Worn.Type == ET_WornEffect)) { // latent effects
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ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, true);
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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 == ET_Focus)) { // focus effects
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ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0, true);
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ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
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}
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switch(item->BardType)
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@ -194,7 +194,7 @@ public:
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bool IsBeneficialAllowed(Mob *target);
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virtual int GetCasterLevel(uint16 spell_id);
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void ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* newbon, uint16 casterID = 0,
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bool item_bonus = false, bool IsWornEffect = false, uint32 ticsremaining = 0, int buffslot = -1,
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uint8 WornType = 0, uint32 ticsremaining = 0, int buffslot = -1,
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bool IsAISpellEffect = false, uint16 effect_id = 0, int32 se_base = 0, int32 se_limit = 0, int32 se_max = 0);
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void NegateSpellsBonuses(uint16 spell_id);
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virtual float GetActSpellRange(uint16 spell_id, float range, bool IsBard = false);
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@ -2559,7 +2559,7 @@ void NPC::ApplyAISpellEffects(StatBonuses* newbon)
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for(int i=0; i < AIspellsEffects.size(); i++)
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{
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ApplySpellsBonuses(0, 0, newbon, 0, false, 0,-1,
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ApplySpellsBonuses(0, 0, newbon, 0, 0, 0,-1,
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true, AIspellsEffects[i].spelleffectid, AIspellsEffects[i].base, AIspellsEffects[i].limit,AIspellsEffects[i].max);
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}
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