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Fix rec/req level issues
This commit is contained in:
parent
281344b049
commit
8f0d9015be
320
zone/bonuses.cpp
320
zone/bonuses.cpp
@ -207,32 +207,31 @@ void Client::ProcessItemCaps()
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itembonuses.ATK = std::min(itembonuses.ATK, CalcItemATKCap());
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}
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void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, bool isTribute) {
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if(!inst || !inst->IsType(ItemClassCommon))
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{
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void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override)
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{
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if (!inst || !inst->IsType(ItemClassCommon)) {
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return;
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}
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if(inst->GetAugmentType()==0 && isAug == true)
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{
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if (inst->GetAugmentType() == 0 && isAug == true) {
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return;
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}
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const Item_Struct *item = inst->GetItem();
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if(!isTribute && !inst->IsEquipable(GetBaseRace(),GetClass()))
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{
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if(item->ItemType != ItemTypeFood && item->ItemType != ItemTypeDrink)
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if (!isTribute && !inst->IsEquipable(GetBaseRace(), GetClass())) {
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if (item->ItemType != ItemTypeFood && item->ItemType != ItemTypeDrink)
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return;
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}
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if(GetLevel() < item->ReqLevel)
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{
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if (GetLevel() < inst->GetItemRequiredLevel(true)) {
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return;
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}
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if(GetLevel() >= item->RecLevel)
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{
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// 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
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// used for augs
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auto rec_level = isAug ? rec_override : inst->GetItemRecommendedLevel(true);
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if (GetLevel() >= rec_level) {
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newbon->AC += item->AC;
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newbon->HP += item->HP;
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newbon->Mana += item->Mana;
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@ -281,280 +280,257 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAu
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newbon->HeroicDR += item->HeroicDR;
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newbon->HeroicCorrup += item->HeroicSVCorrup;
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}
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else
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{
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} else {
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int lvl = GetLevel();
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int reclvl = item->RecLevel;
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newbon->AC += CalcRecommendedLevelBonus( lvl, reclvl, item->AC );
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newbon->HP += CalcRecommendedLevelBonus( lvl, reclvl, item->HP );
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newbon->Mana += CalcRecommendedLevelBonus( lvl, reclvl, item->Mana );
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newbon->Endurance += CalcRecommendedLevelBonus( lvl, reclvl, item->Endur );
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newbon->ATK += CalcRecommendedLevelBonus( lvl, reclvl, item->Attack );
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newbon->STR += CalcRecommendedLevelBonus( lvl, reclvl, (item->AStr + item->HeroicStr) );
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newbon->STA += CalcRecommendedLevelBonus( lvl, reclvl, (item->ASta + item->HeroicSta) );
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newbon->DEX += CalcRecommendedLevelBonus( lvl, reclvl, (item->ADex + item->HeroicDex) );
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newbon->AGI += CalcRecommendedLevelBonus( lvl, reclvl, (item->AAgi + item->HeroicAgi) );
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newbon->INT += CalcRecommendedLevelBonus( lvl, reclvl, (item->AInt + item->HeroicInt) );
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newbon->WIS += CalcRecommendedLevelBonus( lvl, reclvl, (item->AWis + item->HeroicWis) );
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newbon->CHA += CalcRecommendedLevelBonus( lvl, reclvl, (item->ACha + item->HeroicCha) );
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newbon->AC += CalcRecommendedLevelBonus(lvl, rec_level, item->AC);
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newbon->HP += CalcRecommendedLevelBonus(lvl, rec_level, item->HP);
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newbon->Mana += CalcRecommendedLevelBonus(lvl, rec_level, item->Mana);
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newbon->Endurance += CalcRecommendedLevelBonus(lvl, rec_level, item->Endur);
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newbon->ATK += CalcRecommendedLevelBonus(lvl, rec_level, item->Attack);
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newbon->STR += CalcRecommendedLevelBonus(lvl, rec_level, (item->AStr + item->HeroicStr));
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newbon->STA += CalcRecommendedLevelBonus(lvl, rec_level, (item->ASta + item->HeroicSta));
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newbon->DEX += CalcRecommendedLevelBonus(lvl, rec_level, (item->ADex + item->HeroicDex));
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newbon->AGI += CalcRecommendedLevelBonus(lvl, rec_level, (item->AAgi + item->HeroicAgi));
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newbon->INT += CalcRecommendedLevelBonus(lvl, rec_level, (item->AInt + item->HeroicInt));
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newbon->WIS += CalcRecommendedLevelBonus(lvl, rec_level, (item->AWis + item->HeroicWis));
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newbon->CHA += CalcRecommendedLevelBonus(lvl, rec_level, (item->ACha + item->HeroicCha));
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newbon->MR += CalcRecommendedLevelBonus( lvl, reclvl, (item->MR + item->HeroicMR) );
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newbon->FR += CalcRecommendedLevelBonus( lvl, reclvl, (item->FR + item->HeroicFR) );
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newbon->CR += CalcRecommendedLevelBonus( lvl, reclvl, (item->CR + item->HeroicCR) );
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newbon->PR += CalcRecommendedLevelBonus( lvl, reclvl, (item->PR + item->HeroicPR) );
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newbon->DR += CalcRecommendedLevelBonus( lvl, reclvl, (item->DR + item->HeroicDR) );
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newbon->Corrup += CalcRecommendedLevelBonus( lvl, reclvl, (item->SVCorruption + item->HeroicSVCorrup) );
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newbon->MR += CalcRecommendedLevelBonus(lvl, rec_level, (item->MR + item->HeroicMR));
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newbon->FR += CalcRecommendedLevelBonus(lvl, rec_level, (item->FR + item->HeroicFR));
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newbon->CR += CalcRecommendedLevelBonus(lvl, rec_level, (item->CR + item->HeroicCR));
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newbon->PR += CalcRecommendedLevelBonus(lvl, rec_level, (item->PR + item->HeroicPR));
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newbon->DR += CalcRecommendedLevelBonus(lvl, rec_level, (item->DR + item->HeroicDR));
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newbon->Corrup +=
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CalcRecommendedLevelBonus(lvl, rec_level, (item->SVCorruption + item->HeroicSVCorrup));
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newbon->STRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicStr );
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newbon->STACapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSta );
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newbon->DEXCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDex );
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newbon->AGICapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicAgi );
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newbon->INTCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicInt );
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newbon->WISCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicWis );
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newbon->CHACapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCha );
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newbon->MRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicMR );
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newbon->CRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicFR );
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newbon->FRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCR );
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newbon->PRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicPR );
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newbon->DRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDR );
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newbon->CorrupCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSVCorrup );
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newbon->STRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicStr);
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newbon->STACapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSta);
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newbon->DEXCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDex);
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newbon->AGICapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicAgi);
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newbon->INTCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicInt);
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newbon->WISCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicWis);
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newbon->CHACapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCha);
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newbon->MRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicMR);
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newbon->CRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicFR);
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newbon->FRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCR);
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newbon->PRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicPR);
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newbon->DRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDR);
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newbon->CorrupCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSVCorrup);
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newbon->HeroicSTR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicStr );
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newbon->HeroicSTA += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSta );
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newbon->HeroicDEX += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDex );
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newbon->HeroicAGI += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicAgi );
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newbon->HeroicINT += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicInt );
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newbon->HeroicWIS += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicWis );
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newbon->HeroicCHA += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCha );
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newbon->HeroicMR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicMR );
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newbon->HeroicFR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicFR );
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newbon->HeroicCR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCR );
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newbon->HeroicPR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicPR );
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newbon->HeroicDR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDR );
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newbon->HeroicCorrup += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSVCorrup );
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newbon->HeroicSTR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicStr);
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newbon->HeroicSTA += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSta);
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newbon->HeroicDEX += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDex);
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newbon->HeroicAGI += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicAgi);
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newbon->HeroicINT += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicInt);
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newbon->HeroicWIS += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicWis);
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newbon->HeroicCHA += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCha);
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newbon->HeroicMR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicMR);
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newbon->HeroicFR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicFR);
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newbon->HeroicCR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCR);
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newbon->HeroicPR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicPR);
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newbon->HeroicDR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDR);
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newbon->HeroicCorrup += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSVCorrup);
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}
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//FatherNitwit: New style haste, shields, and regens
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if(newbon->haste < (int32)item->Haste) {
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// FatherNitwit: New style haste, shields, and regens
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if (newbon->haste < (int32)item->Haste) {
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newbon->haste = item->Haste;
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}
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if(item->Regen > 0)
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if (item->Regen > 0)
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newbon->HPRegen += item->Regen;
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if(item->ManaRegen > 0)
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if (item->ManaRegen > 0)
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newbon->ManaRegen += item->ManaRegen;
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if(item->EnduranceRegen > 0)
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if (item->EnduranceRegen > 0)
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newbon->EnduranceRegen += item->EnduranceRegen;
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if(item->DamageShield > 0) {
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if((newbon->DamageShield + item->DamageShield) > RuleI(Character, ItemDamageShieldCap))
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if (item->DamageShield > 0) {
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if ((newbon->DamageShield + item->DamageShield) > RuleI(Character, ItemDamageShieldCap))
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newbon->DamageShield = RuleI(Character, ItemDamageShieldCap);
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else
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newbon->DamageShield += item->DamageShield;
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}
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if(item->SpellShield > 0) {
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if((newbon->SpellShield + item->SpellShield) > RuleI(Character, ItemSpellShieldingCap))
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if (item->SpellShield > 0) {
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if ((newbon->SpellShield + item->SpellShield) > RuleI(Character, ItemSpellShieldingCap))
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newbon->SpellShield = RuleI(Character, ItemSpellShieldingCap);
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else
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newbon->SpellShield += item->SpellShield;
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}
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if(item->Shielding > 0) {
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if((newbon->MeleeMitigation + item->Shielding) > RuleI(Character, ItemShieldingCap))
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if (item->Shielding > 0) {
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if ((newbon->MeleeMitigation + item->Shielding) > RuleI(Character, ItemShieldingCap))
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newbon->MeleeMitigation = RuleI(Character, ItemShieldingCap);
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else
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newbon->MeleeMitigation += item->Shielding;
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}
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if(item->StunResist > 0) {
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if((newbon->StunResist + item->StunResist) > RuleI(Character, ItemStunResistCap))
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if (item->StunResist > 0) {
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if ((newbon->StunResist + item->StunResist) > RuleI(Character, ItemStunResistCap))
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newbon->StunResist = RuleI(Character, ItemStunResistCap);
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else
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newbon->StunResist += item->StunResist;
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}
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if(item->StrikeThrough > 0) {
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if((newbon->StrikeThrough + item->StrikeThrough) > RuleI(Character, ItemStrikethroughCap))
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if (item->StrikeThrough > 0) {
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if ((newbon->StrikeThrough + item->StrikeThrough) > RuleI(Character, ItemStrikethroughCap))
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newbon->StrikeThrough = RuleI(Character, ItemStrikethroughCap);
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else
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newbon->StrikeThrough += item->StrikeThrough;
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}
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if(item->Avoidance > 0) {
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if((newbon->AvoidMeleeChance + item->Avoidance) > RuleI(Character, ItemAvoidanceCap))
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if (item->Avoidance > 0) {
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if ((newbon->AvoidMeleeChance + item->Avoidance) > RuleI(Character, ItemAvoidanceCap))
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newbon->AvoidMeleeChance = RuleI(Character, ItemAvoidanceCap);
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else
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newbon->AvoidMeleeChance += item->Avoidance;
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}
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if(item->Accuracy > 0) {
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if((newbon->HitChance + item->Accuracy) > RuleI(Character, ItemAccuracyCap))
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if (item->Accuracy > 0) {
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if ((newbon->HitChance + item->Accuracy) > RuleI(Character, ItemAccuracyCap))
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newbon->HitChance = RuleI(Character, ItemAccuracyCap);
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else
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newbon->HitChance += item->Accuracy;
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}
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if(item->CombatEffects > 0) {
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if((newbon->ProcChance + item->CombatEffects) > RuleI(Character, ItemCombatEffectsCap))
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if (item->CombatEffects > 0) {
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if ((newbon->ProcChance + item->CombatEffects) > RuleI(Character, ItemCombatEffectsCap))
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newbon->ProcChance = RuleI(Character, ItemCombatEffectsCap);
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else
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newbon->ProcChance += item->CombatEffects;
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}
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if(item->DotShielding > 0) {
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if((newbon->DoTShielding + item->DotShielding) > RuleI(Character, ItemDoTShieldingCap))
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if (item->DotShielding > 0) {
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if ((newbon->DoTShielding + item->DotShielding) > RuleI(Character, ItemDoTShieldingCap))
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newbon->DoTShielding = RuleI(Character, ItemDoTShieldingCap);
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else
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newbon->DoTShielding += item->DotShielding;
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}
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if(item->HealAmt > 0) {
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if((newbon->HealAmt + item->HealAmt) > RuleI(Character, ItemHealAmtCap))
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if (item->HealAmt > 0) {
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if ((newbon->HealAmt + item->HealAmt) > RuleI(Character, ItemHealAmtCap))
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newbon->HealAmt = RuleI(Character, ItemHealAmtCap);
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else
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newbon->HealAmt += item->HealAmt;
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}
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if(item->SpellDmg > 0) {
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if((newbon->SpellDmg + item->SpellDmg) > RuleI(Character, ItemSpellDmgCap))
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if (item->SpellDmg > 0) {
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if ((newbon->SpellDmg + item->SpellDmg) > RuleI(Character, ItemSpellDmgCap))
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newbon->SpellDmg = RuleI(Character, ItemSpellDmgCap);
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else
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newbon->SpellDmg += item->SpellDmg;
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}
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if(item->Clairvoyance > 0) {
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if((newbon->Clairvoyance + item->Clairvoyance) > RuleI(Character, ItemClairvoyanceCap))
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if (item->Clairvoyance > 0) {
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if ((newbon->Clairvoyance + item->Clairvoyance) > RuleI(Character, ItemClairvoyanceCap))
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newbon->Clairvoyance = RuleI(Character, ItemClairvoyanceCap);
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else
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newbon->Clairvoyance += item->Clairvoyance;
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}
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if(item->DSMitigation > 0) {
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if((newbon->DSMitigation + item->DSMitigation) > RuleI(Character, ItemDSMitigationCap))
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if (item->DSMitigation > 0) {
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if ((newbon->DSMitigation + item->DSMitigation) > RuleI(Character, ItemDSMitigationCap))
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newbon->DSMitigation = RuleI(Character, ItemDSMitigationCap);
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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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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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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);
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}
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switch(item->BardType)
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{
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switch (item->BardType) {
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case 51: /* All (e.g. Singing Short Sword) */
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{
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if(item->BardValue > newbon->singingMod)
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newbon->singingMod = item->BardValue;
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if(item->BardValue > newbon->brassMod)
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newbon->brassMod = item->BardValue;
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if(item->BardValue > newbon->stringedMod)
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newbon->stringedMod = item->BardValue;
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if(item->BardValue > newbon->percussionMod)
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newbon->percussionMod = item->BardValue;
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if(item->BardValue > newbon->windMod)
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newbon->windMod = item->BardValue;
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break;
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}
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{
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if (item->BardValue > newbon->singingMod)
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newbon->singingMod = item->BardValue;
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if (item->BardValue > newbon->brassMod)
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newbon->brassMod = item->BardValue;
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if (item->BardValue > newbon->stringedMod)
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newbon->stringedMod = item->BardValue;
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if (item->BardValue > newbon->percussionMod)
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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, in 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);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user