diff --git a/zone/bonuses.cpp b/zone/bonuses.cpp index 9e2461bd6..e709bdef4 100644 --- a/zone/bonuses.cpp +++ b/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) { diff --git a/zone/bot.cpp b/zone/bot.cpp index 01f2da41d..9207b5139 100644 --- a/zone/bot.cpp +++ b/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); } } diff --git a/zone/bot.h b/zone/bot.h index a280a2a58..c35fd1f7b 100644 --- a/zone/bot.h +++ b/zone/bot.h @@ -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); diff --git a/zone/client.h b/zone/client.h index bc2f89b87..24522f63d 100644 --- a/zone/client.h +++ b/zone/client.h @@ -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);