Add MainAmmo slot check for AddItemBonuses - only includes skill mods

This commit is contained in:
Uleat
2016-02-29 21:46:53 -05:00
parent 63cce6875f
commit abedfd3918
9 changed files with 298 additions and 296 deletions
+283 -285
View File
@@ -144,12 +144,12 @@ void Client::CalcItemBonuses(StatBonuses* newbon) {
SetTwoHanderEquipped(false);
unsigned int i;
//should not include 21 (SLOT_AMMO)
for (i = MainCharm; i < MainAmmo; i++) {
// Update: MainAmmo should only calc skill mods (TODO: Check for other cases)
for (i = MainCharm; i <= MainAmmo; i++) {
const ItemInst* inst = m_inv[i];
if(inst == 0)
continue;
AddItemBonuses(inst, newbon);
AddItemBonuses(inst, newbon, false, false, 0, (i == MainAmmo));
//These are given special flags due to how often they are checked for various spell effects.
const Item_Struct *item = inst->GetItem();
@@ -207,7 +207,7 @@ void Client::ProcessItemCaps()
itembonuses.ATK = std::min(itembonuses.ATK, CalcItemATKCap());
}
void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override)
void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override, bool ammo_slot_item)
{
if (!inst || !inst->IsType(ItemClassCommon)) {
return;
@@ -227,309 +227,307 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
if (GetLevel() < inst->GetItemRequiredLevel(true)) {
return;
}
// So there isn't a very nice way to get the real rec level from the aug's inst, so we just pass it in, only
// used for augs
auto rec_level = isAug ? rec_override : inst->GetItemRecommendedLevel(true);
if (GetLevel() >= rec_level) {
newbon->AC += item->AC;
newbon->HP += item->HP;
newbon->Mana += item->Mana;
newbon->Endurance += item->Endur;
newbon->ATK += item->Attack;
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);
if (!ammo_slot_item) {
if (GetLevel() >= rec_level) {
newbon->AC += item->AC;
newbon->HP += item->HP;
newbon->Mana += item->Mana;
newbon->Endurance += item->Endur;
newbon->ATK += item->Attack;
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->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->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->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;
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;
} else {
int lvl = GetLevel();
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;
newbon->AC += CalcRecommendedLevelBonus(lvl, rec_level, item->AC);
newbon->HP += CalcRecommendedLevelBonus(lvl, rec_level, item->HP);
newbon->Mana += CalcRecommendedLevelBonus(lvl, rec_level, item->Mana);
newbon->Endurance += CalcRecommendedLevelBonus(lvl, rec_level, item->Endur);
newbon->ATK += CalcRecommendedLevelBonus(lvl, rec_level, item->Attack);
newbon->STR += CalcRecommendedLevelBonus(lvl, rec_level, (item->AStr + item->HeroicStr));
newbon->STA += CalcRecommendedLevelBonus(lvl, rec_level, (item->ASta + item->HeroicSta));
newbon->DEX += CalcRecommendedLevelBonus(lvl, rec_level, (item->ADex + item->HeroicDex));
newbon->AGI += CalcRecommendedLevelBonus(lvl, rec_level, (item->AAgi + item->HeroicAgi));
newbon->INT += CalcRecommendedLevelBonus(lvl, rec_level, (item->AInt + item->HeroicInt));
newbon->WIS += CalcRecommendedLevelBonus(lvl, rec_level, (item->AWis + item->HeroicWis));
newbon->CHA += CalcRecommendedLevelBonus(lvl, rec_level, (item->ACha + item->HeroicCha));
}
else {
int lvl = GetLevel();
newbon->MR += CalcRecommendedLevelBonus(lvl, rec_level, (item->MR + item->HeroicMR));
newbon->FR += CalcRecommendedLevelBonus(lvl, rec_level, (item->FR + item->HeroicFR));
newbon->CR += CalcRecommendedLevelBonus(lvl, rec_level, (item->CR + item->HeroicCR));
newbon->PR += CalcRecommendedLevelBonus(lvl, rec_level, (item->PR + item->HeroicPR));
newbon->DR += CalcRecommendedLevelBonus(lvl, rec_level, (item->DR + item->HeroicDR));
newbon->Corrup +=
CalcRecommendedLevelBonus(lvl, rec_level, (item->SVCorruption + item->HeroicSVCorrup));
newbon->AC += CalcRecommendedLevelBonus(lvl, rec_level, item->AC);
newbon->HP += CalcRecommendedLevelBonus(lvl, rec_level, item->HP);
newbon->Mana += CalcRecommendedLevelBonus(lvl, rec_level, item->Mana);
newbon->Endurance += CalcRecommendedLevelBonus(lvl, rec_level, item->Endur);
newbon->ATK += CalcRecommendedLevelBonus(lvl, rec_level, item->Attack);
newbon->STR += CalcRecommendedLevelBonus(lvl, rec_level, (item->AStr + item->HeroicStr));
newbon->STA += CalcRecommendedLevelBonus(lvl, rec_level, (item->ASta + item->HeroicSta));
newbon->DEX += CalcRecommendedLevelBonus(lvl, rec_level, (item->ADex + item->HeroicDex));
newbon->AGI += CalcRecommendedLevelBonus(lvl, rec_level, (item->AAgi + item->HeroicAgi));
newbon->INT += CalcRecommendedLevelBonus(lvl, rec_level, (item->AInt + item->HeroicInt));
newbon->WIS += CalcRecommendedLevelBonus(lvl, rec_level, (item->AWis + item->HeroicWis));
newbon->CHA += CalcRecommendedLevelBonus(lvl, rec_level, (item->ACha + item->HeroicCha));
newbon->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->MR += CalcRecommendedLevelBonus(lvl, rec_level, (item->MR + item->HeroicMR));
newbon->FR += CalcRecommendedLevelBonus(lvl, rec_level, (item->FR + item->HeroicFR));
newbon->CR += CalcRecommendedLevelBonus(lvl, rec_level, (item->CR + item->HeroicCR));
newbon->PR += CalcRecommendedLevelBonus(lvl, rec_level, (item->PR + item->HeroicPR));
newbon->DR += CalcRecommendedLevelBonus(lvl, rec_level, (item->DR + item->HeroicDR));
newbon->Corrup +=
CalcRecommendedLevelBonus(lvl, rec_level, (item->SVCorruption + item->HeroicSVCorrup));
newbon->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;
}
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);
}
}