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Add MainAmmo slot check for AddItemBonuses - only includes skill mods
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@ -1,5 +1,8 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 02/29/2016 ==
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Uleat: Change in AddItemBonuses - now includes ammo slot for skill mods only. Defined SoD- client SkillModMax packet property (client does not show..but, does enforce.)
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== 02/11/2016 ==
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Hateborne: Added IgnoreSpellDmgLvlRestriction rule (boolean) to ignore the 5 level spread when checking to add SpellDmg
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@ -2230,11 +2230,12 @@ void ItemInst::ScaleItem() {
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m_scaledItem->Mana = (int32)((float)m_item->Mana*Mult);
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m_scaledItem->AC = (int32)((float)m_item->AC*Mult);
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m_scaledItem->SkillModValue = (int32)((float)m_item->SkillModValue*Mult);
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m_scaledItem->BaneDmgAmt = (int8)((float)m_item->BaneDmgAmt*Mult);
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m_scaledItem->BardValue = (int32)((float)m_item->BardValue*Mult);
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m_scaledItem->ElemDmgAmt = (uint8)((float)m_item->ElemDmgAmt*Mult);
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m_scaledItem->Damage = (uint32)((float)m_item->Damage*Mult);
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// check these..some may not need to be modified (really need to check all stats/bonuses)
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//m_scaledItem->SkillModValue = (int32)((float)m_item->SkillModValue*Mult);
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//m_scaledItem->BaneDmgAmt = (int8)((float)m_item->BaneDmgAmt*Mult); // watch (10 entries with charmfileid)
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m_scaledItem->BardValue = (int32)((float)m_item->BardValue*Mult); // watch (no entries with charmfileid)
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m_scaledItem->ElemDmgAmt = (uint8)((float)m_item->ElemDmgAmt*Mult); // watch (no entries with charmfileid)
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m_scaledItem->Damage = (uint32)((float)m_item->Damage*Mult); // watch
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m_scaledItem->CombatEffects = (int8)((float)m_item->CombatEffects*Mult);
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m_scaledItem->Shielding = (int8)((float)m_item->Shielding*Mult);
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@ -3661,7 +3661,7 @@ namespace SoD
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ibs.Races = item->Races;
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ibs.Deity = item->Deity;
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ibs.SkillModValue = item->SkillModValue;
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ibs.unknown6 = 0;
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ibs.SkillModMax = item->SkillModMax;
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ibs.SkillModType = item->SkillModType;
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ibs.BaneDmgRace = item->BaneDmgRace;
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ibs.BaneDmgBody = item->BaneDmgBody;
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@ -4006,7 +4006,7 @@ struct ItemBodyStruct
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uint32 Races;
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uint32 Deity;
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int32 SkillModValue;
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uint32 unknown6;
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uint32 SkillModMax;
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uint32 SkillModType;
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uint32 BaneDmgRace;
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uint32 BaneDmgBody;
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@ -2983,7 +2983,7 @@ namespace SoF
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ibs.Races = item->Races;
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ibs.Deity = item->Deity;
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ibs.SkillModValue = item->SkillModValue;
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ibs.unknown6 = 0;
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ibs.SkillModMax = item->SkillModMax;
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ibs.SkillModType = item->SkillModType;
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ibs.BaneDmgRace = item->BaneDmgRace;
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ibs.BaneDmgBody = item->BaneDmgBody;
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@ -3861,7 +3861,7 @@ struct ItemBodyStruct
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uint32 Races;
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uint32 Deity;
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int32 SkillModValue;
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uint32 unknown6;
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uint32 SkillModMax;
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uint32 SkillModType;
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uint32 BaneDmgRace;
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uint32 BaneDmgBody;
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@ -39,7 +39,7 @@ These fields must be in the order of how they are serialized!
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/* 030 */ I(AC)
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/* 031 */ I(Deity)
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/* 032 */ I(SkillModValue)
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/* 033 */ C("0")
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/* 033 */ I(SkillModMax)
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/* 034 */ I(SkillModType)
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/* 035 */ I(BaneDmgRace)
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/* 036 */ I(BaneDmgAmt)
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568
zone/bonuses.cpp
568
zone/bonuses.cpp
@ -144,12 +144,12 @@ void Client::CalcItemBonuses(StatBonuses* newbon) {
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SetTwoHanderEquipped(false);
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unsigned int i;
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//should not include 21 (SLOT_AMMO)
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for (i = MainCharm; i < MainAmmo; i++) {
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// Update: MainAmmo should only calc skill mods (TODO: Check for other cases)
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for (i = MainCharm; i <= MainAmmo; i++) {
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const ItemInst* inst = m_inv[i];
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if(inst == 0)
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continue;
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AddItemBonuses(inst, newbon);
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AddItemBonuses(inst, newbon, false, false, 0, (i == MainAmmo));
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//These are given special flags due to how often they are checked for various spell effects.
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const Item_Struct *item = inst->GetItem();
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@ -207,7 +207,7 @@ void Client::ProcessItemCaps()
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itembonuses.ATK = std::min(itembonuses.ATK, CalcItemATKCap());
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}
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void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override)
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void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override, bool ammo_slot_item)
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{
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if (!inst || !inst->IsType(ItemClassCommon)) {
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return;
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@ -227,309 +227,307 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
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if (GetLevel() < inst->GetItemRequiredLevel(true)) {
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return;
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}
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// So there isn't a very nice way to get the real rec level from the aug's inst, so we just pass it in, only
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// used for augs
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auto rec_level = isAug ? rec_override : inst->GetItemRecommendedLevel(true);
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if (GetLevel() >= rec_level) {
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newbon->AC += item->AC;
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newbon->HP += item->HP;
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newbon->Mana += item->Mana;
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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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if (!ammo_slot_item) {
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if (GetLevel() >= rec_level) {
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newbon->AC += item->AC;
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newbon->HP += item->HP;
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newbon->Mana += item->Mana;
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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->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->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->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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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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} else {
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int lvl = GetLevel();
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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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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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}
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else {
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int lvl = GetLevel();
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newbon->MR += CalcRecommendedLevelBonus(lvl, rec_level, (item->MR + item->HeroicMR));
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newbon->FR += CalcRecommendedLevelBonus(lvl, rec_level, (item->FR + item->HeroicFR));
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newbon->CR += CalcRecommendedLevelBonus(lvl, rec_level, (item->CR + item->HeroicCR));
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newbon->PR += CalcRecommendedLevelBonus(lvl, rec_level, (item->PR + item->HeroicPR));
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newbon->DR += CalcRecommendedLevelBonus(lvl, rec_level, (item->DR + item->HeroicDR));
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newbon->Corrup +=
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CalcRecommendedLevelBonus(lvl, rec_level, (item->SVCorruption + item->HeroicSVCorrup));
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newbon->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->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->MR += CalcRecommendedLevelBonus(lvl, rec_level, (item->MR + item->HeroicMR));
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newbon->FR += CalcRecommendedLevelBonus(lvl, rec_level, (item->FR + item->HeroicFR));
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newbon->CR += CalcRecommendedLevelBonus(lvl, rec_level, (item->CR + item->HeroicCR));
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newbon->PR += CalcRecommendedLevelBonus(lvl, rec_level, (item->PR + item->HeroicPR));
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newbon->DR += CalcRecommendedLevelBonus(lvl, rec_level, (item->DR + item->HeroicDR));
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newbon->Corrup +=
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CalcRecommendedLevelBonus(lvl, rec_level, (item->SVCorruption + item->HeroicSVCorrup));
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newbon->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
|
||||
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 == ET_WornEffect) { // latent effects
|
||||
ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
|
||||
}
|
||||
|
||||
if (item->Focus.Effect > 0 && (item->Focus.Type == ET_Focus)) { // focus effects
|
||||
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;
|
||||
}
|
||||
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, rec_level, item->HeroicStr);
|
||||
newbon->HeroicSTA += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSta);
|
||||
newbon->HeroicDEX += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDex);
|
||||
newbon->HeroicAGI += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicAgi);
|
||||
newbon->HeroicINT += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicInt);
|
||||
newbon->HeroicWIS += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicWis);
|
||||
newbon->HeroicCHA += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCha);
|
||||
newbon->HeroicMR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicMR);
|
||||
newbon->HeroicFR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicFR);
|
||||
newbon->HeroicCR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCR);
|
||||
newbon->HeroicPR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicPR);
|
||||
newbon->HeroicDR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDR);
|
||||
newbon->HeroicCorrup += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSVCorrup);
|
||||
}
|
||||
|
||||
// FatherNitwit: New style haste, shields, and regens
|
||||
if (newbon->haste < (int32)item->Haste) {
|
||||
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->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 == ET_WornEffect) { // latent effects
|
||||
ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
|
||||
}
|
||||
|
||||
if (item->Focus.Effect > 0 && (item->Focus.Type == ET_Focus)) { // focus effects
|
||||
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;
|
||||
}
|
||||
|
||||
// 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->ExtraDmgSkill != 0 && item->ExtraDmgSkill <= HIGHEST_SKILL) {
|
||||
if ((newbon->SkillDamageAmount[item->ExtraDmgSkill] + item->ExtraDmgAmt) >
|
||||
RuleI(Character, ItemExtraDmgCap))
|
||||
newbon->SkillDamageAmount[item->ExtraDmgSkill] = RuleI(Character, ItemExtraDmgCap);
|
||||
else
|
||||
newbon->SkillDamageAmount[item->ExtraDmgSkill] += item->ExtraDmgAmt;
|
||||
}
|
||||
}
|
||||
|
||||
// Process when ammo_slot_item = true or false
|
||||
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)) {
|
||||
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->ExtraDmgSkill != 0 && item->ExtraDmgSkill <= HIGHEST_SKILL) {
|
||||
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) {
|
||||
for (int i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++)
|
||||
AddItemBonuses(inst->GetAugment(i), newbon, true, false, rec_level);
|
||||
AddItemBonuses(inst->GetAugment(i), newbon, true, false, rec_level, ammo_slot_item);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -1303,7 +1303,7 @@ public:
|
||||
protected:
|
||||
friend class Mob;
|
||||
void CalcItemBonuses(StatBonuses* newbon);
|
||||
void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false, int rec_override = 0);
|
||||
void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false, int rec_override = 0, bool ammo_slot_item = false);
|
||||
void AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false);
|
||||
int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
|
||||
void CalcEdibleBonuses(StatBonuses* newbon);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user