Fix rec/req level issues

This commit is contained in:
Michael Cook (mackal) 2016-01-16 17:17:09 -05:00
parent 281344b049
commit 8f0d9015be
4 changed files with 200 additions and 226 deletions

View File

@ -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 (!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;
@ -281,59 +280,57 @@ 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
@ -437,8 +434,7 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAu
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)
@ -487,76 +483,56 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAu
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) {
/*

View File

@ -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);
}
}

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@ -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);

View File

@ -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);