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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:
-348
@@ -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
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ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
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}
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if (item->Focus.Effect>0 && (item->Focus.Type == EQ::item::ItemEffectFocus)) { // focus effects
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ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
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}
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switch(item->BardType)
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{
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case EQ::item::ItemTypeAllInstrumentTypes: // (e.g. Singing Short Sword)
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{
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if (item->BardValue > newbon->singingMod)
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newbon->singingMod = item->BardValue;
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if (item->BardValue > newbon->brassMod)
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newbon->brassMod = item->BardValue;
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if (item->BardValue > newbon->stringedMod)
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newbon->stringedMod = item->BardValue;
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if (item->BardValue > newbon->percussionMod)
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newbon->percussionMod = item->BardValue;
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if (item->BardValue > newbon->windMod)
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newbon->windMod = item->BardValue;
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break;
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}
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case EQ::item::ItemTypeSinging:
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{
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if (item->BardValue > newbon->singingMod)
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newbon->singingMod = item->BardValue;
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break;
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}
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case EQ::item::ItemTypeWindInstrument:
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{
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if (item->BardValue > newbon->windMod)
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newbon->windMod = item->BardValue;
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break;
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}
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case EQ::item::ItemTypeStringedInstrument:
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{
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if (item->BardValue > newbon->stringedMod)
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newbon->stringedMod = item->BardValue;
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break;
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}
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case EQ::item::ItemTypeBrassInstrument:
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{
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if (item->BardValue > newbon->brassMod)
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newbon->brassMod = item->BardValue;
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break;
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}
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case EQ::item::ItemTypePercussionInstrument:
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{
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if (item->BardValue > newbon->percussionMod)
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newbon->percussionMod = item->BardValue;
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break;
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}
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}
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if (item->SkillModValue != 0 && item->SkillModType <= EQ::skills::HIGHEST_SKILL) {
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if ((item->SkillModValue > 0 && newbon->skillmod[item->SkillModType] < item->SkillModValue) ||
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(item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue))
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{
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newbon->skillmod[item->SkillModType] = item->SkillModValue;
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}
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}
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if (item->ExtraDmgAmt != 0 && item->ExtraDmgSkill <= EQ::skills::HIGHEST_SKILL) {
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if (
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RuleI(Character, ItemExtraDmgCap) >= 0 &&
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(newbon->SkillDamageAmount[item->ExtraDmgSkill] + item->ExtraDmgAmt) > RuleI(Character, ItemExtraDmgCap)
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) {
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newbon->SkillDamageAmount[item->ExtraDmgSkill] = RuleI(Character, ItemExtraDmgCap);
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} else {
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newbon->SkillDamageAmount[item->ExtraDmgSkill] += item->ExtraDmgAmt;
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}
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}
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if (!isAug)
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{
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for (int i = EQ::invaug::SOCKET_BEGIN; i <= EQ::invaug::SOCKET_END; i++)
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AddItemBonuses(inst->GetAugment(i),newbon,true, false, rec_level);
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}
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}
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int Bot::CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat)
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{
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if ( (reclevel > 0) && (level < reclevel) )
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{
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int32 statmod = (level * 10000 / reclevel) * basestat;
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if ( statmod < 0 )
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{
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statmod -= 5000;
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return (statmod/10000);
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}
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else
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{
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statmod += 5000;
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return (statmod/10000);
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}
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}
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return 0;
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}
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// This method is intended to call all necessary methods to do all bot stat calculations, including spell buffs, equipment, AA bonsues, etc.
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void Bot::CalcBotStats(bool showtext) {
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if (!GetBotOwner())
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