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[Feature] Add support for -1 extradmgskill to allow all skills to be scaled. (#3136)
* [Feature] Add support for -1 extradmgskill to allow all skills to be scaled. - `$mob->GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`. - `statbonuses:GetSkillDamageAmount(skill_id)` now uses `-1` properly. - `mob:GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`. - A `-1` value in `extradmgskill` denotes the ability to scale all skills at once. - Consolidated `AddItemBonuses()`, `AdditiveWornBonuses()`, `CalcItemBonuses()`, and `CalcRecommendedLevelBonus()` to mob-based methods to avoid code duplication. - Bots, NPCs, and Mercs can now use additive worn effects if the rule is enabled, as well as all other proper stat bonuses that only clients had before. - No SQL update required to change `extradmgskill` and `extradmgamt` to `int` as they already are this type in the database, just had to adjust `item_data.h` and `shareddb.cpp`. * Update mob.cpp * Cleanup. * Cleanup. * Move #include <vector> to header. * Add method for GetExtraDamageSkills * fix additembonuses * Update bonuses.cpp * Update mob.cpp * Out of bounds. * Update bonuses.cpp --------- Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
This commit is contained in:
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@ -131,7 +131,7 @@ namespace EQ
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Mounts?
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Ornamentations?
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GuildBanners?
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Collectible?
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Collectible?
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Placeable?
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(others?)
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*/
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@ -449,8 +449,8 @@ namespace EQ
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int8 Shielding; // PoP: Shielding %
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int8 StunResist; // PoP: Stun Resist %
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int8 StrikeThrough; // PoP: Strike Through %
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uint32 ExtraDmgSkill;
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uint32 ExtraDmgAmt;
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int32 ExtraDmgSkill;
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int32 ExtraDmgAmt;
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int8 SpellShield; // PoP: Spell Shield %
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int8 Avoidance; // PoP: Avoidance +
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int8 Accuracy; // PoP: Accuracy +
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@ -1107,8 +1107,8 @@ void SharedDatabase::LoadItems(void *data, uint32 size, int32 items, uint32 max_
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item.SkillModType = Strings::ToUnsignedInt(row[ItemField::skillmodtype]);
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// Extra Damage Skill
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item.ExtraDmgSkill = Strings::ToUnsignedInt(row[ItemField::extradmgskill]);
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item.ExtraDmgAmt = Strings::ToUnsignedInt(row[ItemField::extradmgamt]);
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item.ExtraDmgSkill = Strings::ToInt(row[ItemField::extradmgskill]);
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item.ExtraDmgAmt = Strings::ToInt(row[ItemField::extradmgamt]);
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// Bard
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item.BardType = Strings::ToUnsignedInt(row[ItemField::bardtype]);
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@ -1,5 +1,5 @@
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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@ -260,13 +260,31 @@ const std::map<EQ::skills::SkillType, std::string>& EQ::skills::GetSkillTypeMap(
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return skill_type_map;
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}
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const std::vector<EQ::skills::SkillType>& EQ::skills::GetExtraDamageSkills()
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{
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static const std::vector<EQ::skills::SkillType> v = {
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EQ::skills::SkillBackstab,
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EQ::skills::SkillBash,
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EQ::skills::SkillDragonPunch, // Same ID as Tail Rake
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EQ::skills::SkillEagleStrike,
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EQ::skills::SkillFlyingKick,
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EQ::skills::SkillKick,
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EQ::skills::SkillRoundKick,
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EQ::skills::SkillRoundKick,
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EQ::skills::SkillTigerClaw,
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EQ::skills::SkillFrenzy
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};
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return v;
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}
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std::string EQ::skills::GetSkillName(SkillType skill)
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{
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if (skill >= Skill1HBlunt && skill <= Skill2HPiercing) {
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auto skills = GetSkillTypeMap();
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return skills[skill];
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}
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return std::string();
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return {};
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}
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EQ::SkillProfile::SkillProfile()
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@ -1,5 +1,5 @@
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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@ -24,6 +24,7 @@
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#include <string>
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#include <map>
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#include <vector>
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namespace EQ
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@ -170,6 +171,7 @@ namespace EQ
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bool IsMeleeDmg(SkillType skill);
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extern const std::map<SkillType, std::string>& GetSkillTypeMap();
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extern const std::vector<SkillType>& GetExtraDamageSkills();
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std::string GetSkillName(SkillType skill);
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} /*skills*/
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@ -305,7 +307,7 @@ namespace EQ
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uint32 operator[](int skill_id) const { return const_cast<SkillProfile*>(this)->GetSkill(skill_id); }
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};
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} /*EQEmu*/
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#endif /*COMMON_SKILLS_H*/
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888
zone/bonuses.cpp
888
zone/bonuses.cpp
File diff suppressed because it is too large
Load Diff
348
zone/bot.cpp
348
zone/bot.cpp
@ -7009,354 +7009,6 @@ void Bot::ProcessBotInspectionRequest(Bot* inspectedBot, Client* client) {
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}
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}
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void Bot::CalcItemBonuses(StatBonuses* newbon)
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{
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const EQ::ItemData* itemtmp = nullptr;
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for (int i = EQ::invslot::BONUS_BEGIN; i <= EQ::invslot::BONUS_STAT_END; ++i) {
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const EQ::ItemInstance* item = GetBotItem(i);
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if (item) {
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AddItemBonuses(item, newbon);
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}
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}
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// Caps
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if (newbon->HPRegen > CalcHPRegenCap())
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newbon->HPRegen = CalcHPRegenCap();
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if (newbon->ManaRegen > CalcManaRegenCap())
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newbon->ManaRegen = CalcManaRegenCap();
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if (newbon->EnduranceRegen > CalcEnduranceRegenCap())
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newbon->EnduranceRegen = CalcEnduranceRegenCap();
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}
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void Bot::AddItemBonuses(const EQ::ItemInstance *inst, StatBonuses* newbon, bool isAug, bool isTribute, int rec_override) {
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if (!inst || !inst->IsClassCommon())
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{
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return;
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}
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if (inst->GetAugmentType()==0 && isAug)
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{
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return;
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}
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const EQ::ItemData *item = inst->GetItem();
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if (!isTribute && !inst->IsEquipable(GetBaseRace(),GetClass()))
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{
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if (item->ItemType != EQ::item::ItemTypeFood && item->ItemType != EQ::item::ItemTypeDrink)
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return;
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}
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if (GetLevel() < inst->GetItemRequiredLevel(true))
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{
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return;
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}
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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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{
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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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newbon->Endurance += item->Endur;
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newbon->ATK += item->Attack;
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newbon->STR += (item->AStr + item->HeroicStr);
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newbon->STA += (item->ASta + item->HeroicSta);
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newbon->DEX += (item->ADex + item->HeroicDex);
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newbon->AGI += (item->AAgi + item->HeroicAgi);
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newbon->INT += (item->AInt + item->HeroicInt);
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newbon->WIS += (item->AWis + item->HeroicWis);
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newbon->CHA += (item->ACha + item->HeroicCha);
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newbon->MR += (item->MR + item->HeroicMR);
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newbon->FR += (item->FR + item->HeroicFR);
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newbon->CR += (item->CR + item->HeroicCR);
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newbon->PR += (item->PR + item->HeroicPR);
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newbon->DR += (item->DR + item->HeroicDR);
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newbon->Corrup += (item->SVCorruption + item->HeroicSVCorrup);
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newbon->STRCapMod += item->HeroicStr;
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newbon->STACapMod += item->HeroicSta;
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newbon->DEXCapMod += item->HeroicDex;
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newbon->AGICapMod += item->HeroicAgi;
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newbon->INTCapMod += item->HeroicInt;
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newbon->WISCapMod += item->HeroicWis;
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newbon->CHACapMod += item->HeroicCha;
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newbon->MRCapMod += item->HeroicMR;
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newbon->CRCapMod += item->HeroicFR;
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newbon->FRCapMod += item->HeroicCR;
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newbon->PRCapMod += item->HeroicPR;
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newbon->DRCapMod += item->HeroicDR;
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newbon->CorrupCapMod += item->HeroicSVCorrup;
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newbon->HeroicSTR += item->HeroicStr;
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newbon->HeroicSTA += item->HeroicSta;
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newbon->HeroicDEX += item->HeroicDex;
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newbon->HeroicAGI += item->HeroicAgi;
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newbon->HeroicINT += item->HeroicInt;
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newbon->HeroicWIS += item->HeroicWis;
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newbon->HeroicCHA += item->HeroicCha;
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newbon->HeroicMR += item->HeroicMR;
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newbon->HeroicFR += item->HeroicFR;
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newbon->HeroicCR += item->HeroicCR;
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newbon->HeroicPR += item->HeroicPR;
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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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int lvl = GetLevel();
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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, 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 += CalcRecommendedLevelBonus( lvl, rec_level, (item->SVCorruption + 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, 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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newbon->haste = item->Haste;
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}
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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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newbon->ManaRegen += item->ManaRegen;
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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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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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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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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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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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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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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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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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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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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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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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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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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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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 == EQ::item::ItemEffectWorn) {// latent effects
|
||||
ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
|
||||
}
|
||||
|
||||
if (item->Focus.Effect>0 && (item->Focus.Type == EQ::item::ItemEffectFocus)) { // focus effects
|
||||
ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
|
||||
}
|
||||
|
||||
switch(item->BardType)
|
||||
{
|
||||
case EQ::item::ItemTypeAllInstrumentTypes: // (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;
|
||||
}
|
||||
case EQ::item::ItemTypeSinging:
|
||||
{
|
||||
if (item->BardValue > newbon->singingMod)
|
||||
newbon->singingMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
case EQ::item::ItemTypeWindInstrument:
|
||||
{
|
||||
if (item->BardValue > newbon->windMod)
|
||||
newbon->windMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
case EQ::item::ItemTypeStringedInstrument:
|
||||
{
|
||||
if (item->BardValue > newbon->stringedMod)
|
||||
newbon->stringedMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
case EQ::item::ItemTypeBrassInstrument:
|
||||
{
|
||||
if (item->BardValue > newbon->brassMod)
|
||||
newbon->brassMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
case EQ::item::ItemTypePercussionInstrument:
|
||||
{
|
||||
if (item->BardValue > newbon->percussionMod)
|
||||
newbon->percussionMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (item->SkillModValue != 0 && item->SkillModType <= EQ::skills::HIGHEST_SKILL) {
|
||||
if ((item->SkillModValue > 0 && newbon->skillmod[item->SkillModType] < item->SkillModValue) ||
|
||||
(item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue))
|
||||
{
|
||||
newbon->skillmod[item->SkillModType] = item->SkillModValue;
|
||||
}
|
||||
}
|
||||
|
||||
if (item->ExtraDmgAmt != 0 && item->ExtraDmgSkill <= EQ::skills::HIGHEST_SKILL) {
|
||||
if (
|
||||
RuleI(Character, ItemExtraDmgCap) >= 0 &&
|
||||
(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)
|
||||
{
|
||||
for (int i = EQ::invaug::SOCKET_BEGIN; i <= EQ::invaug::SOCKET_END; i++)
|
||||
AddItemBonuses(inst->GetAugment(i),newbon,true, false, rec_level);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
int Bot::CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat)
|
||||
{
|
||||
if ( (reclevel > 0) && (level < reclevel) )
|
||||
{
|
||||
int32 statmod = (level * 10000 / reclevel) * basestat;
|
||||
|
||||
if ( statmod < 0 )
|
||||
{
|
||||
statmod -= 5000;
|
||||
return (statmod/10000);
|
||||
}
|
||||
else
|
||||
{
|
||||
statmod += 5000;
|
||||
return (statmod/10000);
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// This method is intended to call all necessary methods to do all bot stat calculations, including spell buffs, equipment, AA bonsues, etc.
|
||||
void Bot::CalcBotStats(bool showtext) {
|
||||
if (!GetBotOwner())
|
||||
|
||||
@ -184,9 +184,7 @@ public:
|
||||
void RogueAssassinate(Mob* other) override;
|
||||
void DoClassAttacks(Mob *target, bool IsRiposte=false);
|
||||
void CalcBonuses() override;
|
||||
void CalcItemBonuses(StatBonuses* newbon);
|
||||
void AddItemBonuses(const EQ::ItemInstance *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false, int rec_override = 0);
|
||||
int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
|
||||
|
||||
void MakePet(uint16 spell_id, const char* pettype, const char *petname = nullptr) override;
|
||||
FACTION_VALUE GetReverseFactionCon(Mob* iOther) override;
|
||||
inline bool IsPet() override { return false; }
|
||||
|
||||
@ -1645,9 +1645,6 @@ public:
|
||||
|
||||
protected:
|
||||
friend class Mob;
|
||||
void CalcItemBonuses(StatBonuses* newbon);
|
||||
void AddItemBonuses(const EQ::ItemInstance *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false, int rec_override = 0, bool ammo_slot_item = false);
|
||||
void AdditiveWornBonuses(const EQ::ItemInstance *inst, StatBonuses* newbon, bool isAug = false);
|
||||
void CalcEdibleBonuses(StatBonuses* newbon);
|
||||
void MakeBuffFadePacket(uint16 spell_id, int slot_id, bool send_message = true);
|
||||
bool client_data_loaded;
|
||||
|
||||
@ -1964,10 +1964,10 @@ int Lua_Mob::GetFcDamageAmtIncoming(Lua_Mob caster, int32 spell_id)
|
||||
return self->GetFcDamageAmtIncoming(caster, spell_id);
|
||||
}
|
||||
|
||||
int Lua_Mob::GetSkillDmgAmt(uint16 skill)
|
||||
int Lua_Mob::GetSkillDmgAmt(int skill_id)
|
||||
{
|
||||
Lua_Safe_Call_Int();
|
||||
return self->GetSkillDmgAmt(skill);
|
||||
return self->GetSkillDmgAmt(skill_id);
|
||||
}
|
||||
|
||||
void Lua_Mob::SetAllowBeneficial(bool value) {
|
||||
|
||||
@ -392,7 +392,7 @@ public:
|
||||
int GetModSkillDmgTaken(int skill);
|
||||
int GetSkillDmgTaken(int skill);
|
||||
int GetFcDamageAmtIncoming(Lua_Mob caster, int32 spell_id);
|
||||
int GetSkillDmgAmt(uint16 skill);
|
||||
int GetSkillDmgAmt(int skill_id);
|
||||
void SetAllowBeneficial(bool value);
|
||||
bool GetAllowBeneficial();
|
||||
bool IsBeneficialAllowed(Lua_Mob target);
|
||||
|
||||
@ -1,5 +1,7 @@
|
||||
#ifdef LUA_EQEMU
|
||||
|
||||
#include "../common/data_verification.h"
|
||||
|
||||
#include "lua.hpp"
|
||||
#include <luabind/luabind.hpp>
|
||||
|
||||
@ -1097,7 +1099,11 @@ int32 Lua_StatBonuses::GetSkillReuseTime(int idx) const {
|
||||
|
||||
int32 Lua_StatBonuses::GetSkillDamageAmount(int idx) const {
|
||||
Lua_Safe_Call_Int();
|
||||
return self->SkillDamageAmount[idx];
|
||||
if (!EQ::ValueWithin(idx, ALL_SKILLS, EQ::skills::HIGHEST_SKILL)) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return idx == ALL_SKILLS ? self->SkillDamageAmount[EQ::skills::HIGHEST_SKILL + 1] : self->SkillDamageAmount[idx];
|
||||
}
|
||||
|
||||
int Lua_StatBonuses::GetHPPercCap(int idx) const {
|
||||
|
||||
385
zone/merc.cpp
385
zone/merc.cpp
@ -190,391 +190,6 @@ float Merc::GetDefaultSize() {
|
||||
return MercSize;
|
||||
}
|
||||
|
||||
int Merc::CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat)
|
||||
{
|
||||
if( (reclevel > 0) && (level < reclevel) )
|
||||
{
|
||||
int32 statmod = (level * 10000 / reclevel) * basestat;
|
||||
|
||||
if( statmod < 0 )
|
||||
{
|
||||
statmod -= 5000;
|
||||
return (statmod/10000);
|
||||
}
|
||||
else
|
||||
{
|
||||
statmod += 5000;
|
||||
return (statmod/10000);
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Merc::CalcItemBonuses(StatBonuses* newbon) {
|
||||
//memset assumed to be done by caller.
|
||||
|
||||
|
||||
unsigned int i;
|
||||
//should not include 21 (SLOT_AMMO)
|
||||
for (i = EQ::invslot::BONUS_BEGIN; i <= EQ::invslot::BONUS_STAT_END; i++) {
|
||||
if (i == EQ::invslot::slotAmmo)
|
||||
continue;
|
||||
if (equipment[i] == 0)
|
||||
continue;
|
||||
const EQ::ItemData * itm = database.GetItem(equipment[i]);
|
||||
if (itm)
|
||||
AddItemBonuses(itm, newbon);
|
||||
}
|
||||
|
||||
// Caps
|
||||
if(newbon->HPRegen > CalcHPRegenCap())
|
||||
newbon->HPRegen = CalcHPRegenCap();
|
||||
|
||||
if(newbon->ManaRegen > CalcManaRegenCap())
|
||||
newbon->ManaRegen = CalcManaRegenCap();
|
||||
|
||||
if(newbon->EnduranceRegen > CalcEnduranceRegenCap())
|
||||
newbon->EnduranceRegen = CalcEnduranceRegenCap();
|
||||
|
||||
SetAttackTimer();
|
||||
}
|
||||
|
||||
void Merc::AddItemBonuses(const EQ::ItemData *item, StatBonuses* newbon) {
|
||||
|
||||
if(GetLevel() < item->ReqLevel)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if(GetLevel() >= item->RecLevel)
|
||||
{
|
||||
newbon->AC += item->AC;
|
||||
newbon->HP += item->HP;
|
||||
newbon->Mana += item->Mana;
|
||||
newbon->Endurance += item->Endur;
|
||||
newbon->STR += (item->AStr + item->HeroicStr);
|
||||
newbon->STA += (item->ASta + item->HeroicSta);
|
||||
newbon->DEX += (item->ADex + item->HeroicDex);
|
||||
newbon->AGI += (item->AAgi + item->HeroicAgi);
|
||||
newbon->INT += (item->AInt + item->HeroicInt);
|
||||
newbon->WIS += (item->AWis + item->HeroicWis);
|
||||
newbon->CHA += (item->ACha + item->HeroicCha);
|
||||
|
||||
newbon->MR += (item->MR + item->HeroicMR);
|
||||
newbon->FR += (item->FR + item->HeroicFR);
|
||||
newbon->CR += (item->CR + item->HeroicCR);
|
||||
newbon->PR += (item->PR + item->HeroicPR);
|
||||
newbon->DR += (item->DR + item->HeroicDR);
|
||||
newbon->Corrup += (item->SVCorruption + item->HeroicSVCorrup);
|
||||
|
||||
newbon->STRCapMod += item->HeroicStr;
|
||||
newbon->STACapMod += item->HeroicSta;
|
||||
newbon->DEXCapMod += item->HeroicDex;
|
||||
newbon->AGICapMod += item->HeroicAgi;
|
||||
newbon->INTCapMod += item->HeroicInt;
|
||||
newbon->WISCapMod += item->HeroicWis;
|
||||
newbon->CHACapMod += item->HeroicCha;
|
||||
newbon->MRCapMod += item->HeroicMR;
|
||||
newbon->CRCapMod += item->HeroicFR;
|
||||
newbon->FRCapMod += item->HeroicCR;
|
||||
newbon->PRCapMod += item->HeroicPR;
|
||||
newbon->DRCapMod += item->HeroicDR;
|
||||
newbon->CorrupCapMod += item->HeroicSVCorrup;
|
||||
|
||||
newbon->HeroicSTR += item->HeroicStr;
|
||||
newbon->HeroicSTA += item->HeroicSta;
|
||||
newbon->HeroicDEX += item->HeroicDex;
|
||||
newbon->HeroicAGI += item->HeroicAgi;
|
||||
newbon->HeroicINT += item->HeroicInt;
|
||||
newbon->HeroicWIS += item->HeroicWis;
|
||||
newbon->HeroicCHA += item->HeroicCha;
|
||||
newbon->HeroicMR += item->HeroicMR;
|
||||
newbon->HeroicFR += item->HeroicFR;
|
||||
newbon->HeroicCR += item->HeroicCR;
|
||||
newbon->HeroicPR += item->HeroicPR;
|
||||
newbon->HeroicDR += item->HeroicDR;
|
||||
newbon->HeroicCorrup += item->HeroicSVCorrup;
|
||||
|
||||
}
|
||||
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->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->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->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->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 );
|
||||
}
|
||||
|
||||
//FatherNitwit: New style haste, shields, and regens
|
||||
if(newbon->haste < item->Haste) {
|
||||
newbon->haste = item->Haste;
|
||||
}
|
||||
if(item->Regen > 0)
|
||||
newbon->HPRegen += item->Regen;
|
||||
|
||||
if(item->ManaRegen > 0)
|
||||
newbon->ManaRegen += item->ManaRegen;
|
||||
|
||||
if(item->EnduranceRegen > 0)
|
||||
newbon->EnduranceRegen += item->EnduranceRegen;
|
||||
|
||||
if(item->Attack > 0) {
|
||||
|
||||
unsigned int cap = RuleI(Character, ItemATKCap);
|
||||
cap += itembonuses.ItemATKCap + spellbonuses.ItemATKCap + aabonuses.ItemATKCap;
|
||||
|
||||
if((newbon->ATK + item->Attack) > cap)
|
||||
newbon->ATK = RuleI(Character, ItemATKCap);
|
||||
else
|
||||
newbon->ATK += item->Attack;
|
||||
}
|
||||
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))
|
||||
newbon->SpellShield = RuleI(Character, ItemSpellShieldingCap);
|
||||
else
|
||||
newbon->SpellShield += item->SpellShield;
|
||||
}
|
||||
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))
|
||||
newbon->StunResist = RuleI(Character, ItemStunResistCap);
|
||||
else
|
||||
newbon->StunResist += item->StunResist;
|
||||
}
|
||||
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))
|
||||
newbon->AvoidMeleeChance = RuleI(Character, ItemAvoidanceCap);
|
||||
else
|
||||
newbon->AvoidMeleeChance += item->Avoidance;
|
||||
}
|
||||
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))
|
||||
newbon->ProcChance = RuleI(Character, ItemCombatEffectsCap);
|
||||
else
|
||||
newbon->ProcChance += item->CombatEffects;
|
||||
}
|
||||
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))
|
||||
newbon->HealAmt = RuleI(Character, ItemHealAmtCap);
|
||||
else
|
||||
newbon->HealAmt += item->HealAmt;
|
||||
}
|
||||
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))
|
||||
newbon->Clairvoyance = RuleI(Character, ItemClairvoyanceCap);
|
||||
else
|
||||
newbon->Clairvoyance += item->Clairvoyance;
|
||||
}
|
||||
|
||||
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 == EQ::item::ItemEffectWorn)) { // latent effects
|
||||
ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
|
||||
}
|
||||
|
||||
if (item->Focus.Effect>0 && (item->Focus.Type == EQ::item::ItemEffectFocus)) { // focus effects
|
||||
ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
case 50: /* Singing */
|
||||
{
|
||||
if(item->BardValue > newbon->singingMod)
|
||||
newbon->singingMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
case 23: /* Wind */
|
||||
{
|
||||
if(item->BardValue > newbon->windMod)
|
||||
newbon->windMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
case 24: /* stringed */
|
||||
{
|
||||
if(item->BardValue > newbon->stringedMod)
|
||||
newbon->stringedMod = item->BardValue;
|
||||
break;
|
||||
}
|
||||
case 25: /* brass */
|
||||
{
|
||||
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->SkillModValue != 0 && item->SkillModType <= EQ::skills::HIGHEST_SKILL){
|
||||
if ((item->SkillModValue > 0 && newbon->skillmod[item->SkillModType] < item->SkillModValue) ||
|
||||
(item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue))
|
||||
{
|
||||
newbon->skillmod[item->SkillModType] = item->SkillModValue;
|
||||
}
|
||||
}
|
||||
|
||||
// Add Item Faction Mods
|
||||
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))
|
||||
{
|
||||
AddItemFactionBonus(item->FactionMod1, item->FactionAmt1);
|
||||
}
|
||||
}
|
||||
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))
|
||||
{
|
||||
AddItemFactionBonus(item->FactionMod2, item->FactionAmt2);
|
||||
}
|
||||
}
|
||||
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))
|
||||
{
|
||||
AddItemFactionBonus(item->FactionMod3, item->FactionAmt3);
|
||||
}
|
||||
}
|
||||
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))
|
||||
{
|
||||
AddItemFactionBonus(item->FactionMod4, item->FactionAmt4);
|
||||
}
|
||||
}
|
||||
|
||||
if (item->ExtraDmgAmt != 0 && item->ExtraDmgSkill <= EQ::skills::HIGHEST_SKILL) {
|
||||
if (
|
||||
RuleI(Character, ItemExtraDmgCap) >= 0 &&
|
||||
(newbon->SkillDamageAmount[item->ExtraDmgSkill] + item->ExtraDmgAmt) > RuleI(Character, ItemExtraDmgCap)
|
||||
) {
|
||||
newbon->SkillDamageAmount[item->ExtraDmgSkill] = RuleI(Character, ItemExtraDmgCap);
|
||||
} else {
|
||||
newbon->SkillDamageAmount[item->ExtraDmgSkill] += item->ExtraDmgAmt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int Merc::GroupLeadershipAAHealthEnhancement()
|
||||
{
|
||||
Group *g = GetGroup();
|
||||
|
||||
@ -268,10 +268,6 @@ public:
|
||||
bool FindTarget();
|
||||
|
||||
protected:
|
||||
void CalcItemBonuses(StatBonuses* newbon);
|
||||
void AddItemBonuses(const EQ::ItemData *item, StatBonuses* newbon);
|
||||
int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
|
||||
|
||||
int64 GetFocusEffect(focusType type, uint16 spell_id, bool from_buff_tic = false);
|
||||
|
||||
std::vector<MercSpell> merc_spells;
|
||||
|
||||
40
zone/mob.cpp
40
zone/mob.cpp
@ -16,6 +16,7 @@
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#include "../common/data_verification.h"
|
||||
#include "../common/spdat.h"
|
||||
#include "../common/strings.h"
|
||||
#include "../common/misc_functions.h"
|
||||
@ -3999,7 +4000,7 @@ void Mob::QuestJournalledSay(Client *QuestInitiator, const char *str, Journal::O
|
||||
|
||||
const char *Mob::GetCleanName()
|
||||
{
|
||||
if (!strlen(clean_name)) {
|
||||
if (!strlen(clean_name)) {
|
||||
CleanMobName(GetName(), clean_name);
|
||||
}
|
||||
|
||||
@ -5549,16 +5550,41 @@ int16 Mob::GetSkillReuseTime(uint16 skill)
|
||||
return skill_reduction;
|
||||
}
|
||||
|
||||
int Mob::GetSkillDmgAmt(uint16 skill)
|
||||
int Mob::GetSkillDmgAmt(int skill_id)
|
||||
{
|
||||
int skill_dmg = 0;
|
||||
|
||||
// All skill dmg(only spells do this) + Skill specific
|
||||
skill_dmg += spellbonuses.SkillDamageAmount[EQ::skills::HIGHEST_SKILL + 1] + itembonuses.SkillDamageAmount[EQ::skills::HIGHEST_SKILL + 1] + aabonuses.SkillDamageAmount[EQ::skills::HIGHEST_SKILL + 1]
|
||||
+ itembonuses.SkillDamageAmount[skill] + spellbonuses.SkillDamageAmount[skill] + aabonuses.SkillDamageAmount[skill];
|
||||
if (!EQ::ValueWithin(skill_id, ALL_SKILLS, EQ::skills::HIGHEST_SKILL)) {
|
||||
return skill_dmg;
|
||||
}
|
||||
|
||||
skill_dmg += spellbonuses.SkillDamageAmount2[EQ::skills::HIGHEST_SKILL + 1] + itembonuses.SkillDamageAmount2[EQ::skills::HIGHEST_SKILL + 1]
|
||||
+ itembonuses.SkillDamageAmount2[skill] + spellbonuses.SkillDamageAmount2[skill];
|
||||
skill_dmg += (
|
||||
spellbonuses.SkillDamageAmount[EQ::skills::HIGHEST_SKILL + 1] +
|
||||
itembonuses.SkillDamageAmount[EQ::skills::HIGHEST_SKILL + 1] +
|
||||
aabonuses.SkillDamageAmount[EQ::skills::HIGHEST_SKILL + 1]
|
||||
);
|
||||
|
||||
if (skill_id != ALL_SKILLS) {
|
||||
skill_dmg += (
|
||||
itembonuses.SkillDamageAmount[skill_id] +
|
||||
spellbonuses.SkillDamageAmount[skill_id] +
|
||||
aabonuses.SkillDamageAmount[skill_id]
|
||||
);
|
||||
}
|
||||
|
||||
skill_dmg += (
|
||||
spellbonuses.SkillDamageAmount2[EQ::skills::HIGHEST_SKILL + 1] +
|
||||
itembonuses.SkillDamageAmount2[EQ::skills::HIGHEST_SKILL + 1] +
|
||||
aabonuses.SkillDamageAmount2[EQ::skills::HIGHEST_SKILL + 1]
|
||||
);
|
||||
|
||||
if (skill_id != ALL_SKILLS) {
|
||||
skill_dmg += (
|
||||
itembonuses.SkillDamageAmount2[skill_id] +
|
||||
spellbonuses.SkillDamageAmount2[skill_id] +
|
||||
aabonuses.SkillDamageAmount2[skill_id]
|
||||
);
|
||||
}
|
||||
|
||||
return skill_dmg;
|
||||
}
|
||||
|
||||
@ -664,8 +664,6 @@ public:
|
||||
virtual int32 CalcItemATKCap() { return 0; }
|
||||
virtual bool IsSitting() const { return false; }
|
||||
|
||||
int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
|
||||
|
||||
void CopyHateList(Mob* to);
|
||||
|
||||
//Group
|
||||
@ -953,7 +951,7 @@ public:
|
||||
int16 GetMeleeDmgPositionMod(Mob* defender);
|
||||
int16 GetSkillReuseTime(uint16 skill);
|
||||
int GetCriticalChanceBonus(uint16 skill);
|
||||
int GetSkillDmgAmt(uint16 skill);
|
||||
int GetSkillDmgAmt(int skill_id);
|
||||
int16 GetPositionalDmgAmt(Mob* defender);
|
||||
inline bool CanBlockSpell() const { return(spellbonuses.FocusEffects[focusBlockNextSpell]); }
|
||||
bool DoHPToManaCovert(int32 mana_cost = 0);
|
||||
@ -1378,6 +1376,11 @@ public:
|
||||
void ApplyAABonuses(const AA::Rank &rank, StatBonuses* newbon);
|
||||
bool CheckAATimer(int timer);
|
||||
|
||||
void CalcItemBonuses(StatBonuses* b);
|
||||
void AddItemBonuses(const EQ::ItemInstance* inst, StatBonuses* b, bool is_augment = false, bool is_tribute = false, int recommended_level_override = 0, bool is_ammo_item = false);
|
||||
void AdditiveWornBonuses(const EQ::ItemInstance* inst, StatBonuses* b, bool is_augment = false);
|
||||
int CalcRecommendedLevelBonus(uint8 current_level, uint8 recommended_level, int base_stat);
|
||||
|
||||
int NPCAssistCap() { return npc_assist_cap; }
|
||||
void AddAssistCap() { ++npc_assist_cap; }
|
||||
void DelAssistCap() { --npc_assist_cap; }
|
||||
|
||||
@ -162,7 +162,6 @@ public:
|
||||
virtual void SetTarget(Mob* mob);
|
||||
virtual uint16 GetSkill(EQ::skills::SkillType skill_num) const { if (skill_num <= EQ::skills::HIGHEST_SKILL) { return skills[skill_num]; } return 0; }
|
||||
|
||||
void CalcItemBonuses(StatBonuses *newbon);
|
||||
virtual void CalcBonuses();
|
||||
virtual int GetCurrentBuffSlots() const { return RuleI(Spells, MaxBuffSlotsNPC); }
|
||||
virtual int GetCurrentSongSlots() const { return RuleI(Spells, MaxSongSlotsNPC); }
|
||||
|
||||
@ -2517,7 +2517,7 @@ void Perl_Mob_ApplySpellBuff(Mob* self, int spell_id, int duration) // @categori
|
||||
self->ApplySpellBuff(spell_id, duration);
|
||||
}
|
||||
|
||||
int Perl_Mob_GetSkillDmgAmt(Mob* self, uint16 skill_id)
|
||||
int Perl_Mob_GetSkillDmgAmt(Mob* self, int skill_id)
|
||||
{
|
||||
return self->GetSkillDmgAmt(skill_id);
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user