diff --git a/zone/bonuses.cpp b/zone/bonuses.cpp index b9f35c9ff..a47c1f38b 100644 --- a/zone/bonuses.cpp +++ b/zone/bonuses.cpp @@ -1420,7 +1420,7 @@ void Mob::CalcSpellBonuses(StatBonuses* newbon) if (GetClass() == BARD) newbon->ManaRegen = 0; // Bards do not get mana regen from spells. } -void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* newbon, uint16 casterId, bool item_bonus, uint32 ticsremaining, int buffslot, +void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* new_bonus, uint16 casterId, bool item_bonus, uint32 ticsremaining, int buffslot, bool IsAISpellEffect, uint16 effect_id, int32 se_base, int32 se_limit, int32 se_max) { int i, effect_value, base2, max, effectid; @@ -1443,7 +1443,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne uint8 focus = IsFocusEffect(spell_id, i); if (focus) { - newbon->FocusEffects[focus] = spells[spell_id].effectid[i]; + new_bonus->FocusEffects[focus] = spells[spell_id].effectid[i]; continue; } @@ -1466,20 +1466,20 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne { case SE_CurrentHP: //regens if(effect_value > 0) { - newbon->HPRegen += effect_value; + new_bonus->HPRegen += effect_value; } break; case SE_CurrentEndurance: - newbon->EnduranceRegen += effect_value; + new_bonus->EnduranceRegen += effect_value; break; case SE_ChangeFrenzyRad: { // redundant to have level check here - if(newbon->AggroRange == -1 || effect_value < newbon->AggroRange) + if(new_bonus->AggroRange == -1 || effect_value < new_bonus->AggroRange) { - newbon->AggroRange = static_cast(effect_value); + new_bonus->AggroRange = static_cast(effect_value); } break; } @@ -1489,9 +1489,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne // Harmony effect as buff - kinda tricky // harmony could stack with a lull spell, which has better aggro range // take the one with less range in any case - if(newbon->AssistRange == -1 || effect_value < newbon->AssistRange) + if(new_bonus->AssistRange == -1 || effect_value < new_bonus->AssistRange) { - newbon->AssistRange = static_cast(effect_value); + new_bonus->AssistRange = static_cast(effect_value); } break; } @@ -1499,16 +1499,16 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_AttackSpeed: { if ((effect_value - 100) > 0) { // Haste - if (newbon->haste < 0) break; // Slowed - Don't apply haste - if ((effect_value - 100) > newbon->haste) { - newbon->haste = effect_value - 100; + if (new_bonus->haste < 0) break; // Slowed - Don't apply haste + if ((effect_value - 100) > new_bonus->haste) { + new_bonus->haste = effect_value - 100; } } else if ((effect_value - 100) < 0) { // Slow int real_slow_value = (100 - effect_value) * -1; real_slow_value -= ((real_slow_value * GetSlowMitigation()/100)); - if (real_slow_value < newbon->haste) - newbon->haste = real_slow_value; + if (real_slow_value < new_bonus->haste) + new_bonus->haste = real_slow_value; } break; } @@ -1516,16 +1516,16 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_AttackSpeed2: { if ((effect_value - 100) > 0) { // Haste V2 - Stacks with V1 but does not Overcap - if (newbon->hastetype2 < 0) break; //Slowed - Don't apply haste2 - if ((effect_value - 100) > newbon->hastetype2) { - newbon->hastetype2 = effect_value - 100; + if (new_bonus->hastetype2 < 0) break; //Slowed - Don't apply haste2 + if ((effect_value - 100) > new_bonus->hastetype2) { + new_bonus->hastetype2 = effect_value - 100; } } else if ((effect_value - 100) < 0) { // Slow int real_slow_value = (100 - effect_value) * -1; real_slow_value -= ((real_slow_value * GetSlowMitigation()/100)); - if (real_slow_value < newbon->hastetype2) - newbon->hastetype2 = real_slow_value; + if (real_slow_value < new_bonus->hastetype2) + new_bonus->hastetype2 = real_slow_value; } break; } @@ -1534,13 +1534,13 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne { if (effect_value < 0){ //Slow effect_value -= ((effect_value * GetSlowMitigation()/100)); - if (effect_value < newbon->hastetype3) - newbon->hastetype3 = effect_value; + if (effect_value < new_bonus->hastetype3) + new_bonus->hastetype3 = effect_value; } else if (effect_value > 0) { // Haste V3 - Stacks and Overcaps - if (effect_value > newbon->hastetype3) { - newbon->hastetype3 = effect_value; + if (effect_value > new_bonus->hastetype3) { + new_bonus->hastetype3 = effect_value; } } break; @@ -1556,10 +1556,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne if (effect_value < 0) //A few spells use negative values(Descriptions all indicate it should be a slow) effect_value = effect_value * -1; - if (effect_value > 0 && effect_value > newbon->inhibitmelee) { + if (effect_value > 0 && effect_value > new_bonus->inhibitmelee) { effect_value -= ((effect_value * GetSlowMitigation()/100)); - if (effect_value > newbon->inhibitmelee) - newbon->inhibitmelee = effect_value; + if (effect_value > new_bonus->inhibitmelee) + new_bonus->inhibitmelee = effect_value; } break; @@ -1567,141 +1567,141 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_TotalHP: { - newbon->HP += effect_value; + new_bonus->HP += effect_value; break; } case SE_ManaRegen_v2: case SE_CurrentMana: { - newbon->ManaRegen += effect_value; + new_bonus->ManaRegen += effect_value; break; } case SE_ManaPool: { - newbon->Mana += effect_value; + new_bonus->Mana += effect_value; break; } case SE_Stamina: { - newbon->EnduranceReduction += effect_value; + new_bonus->EnduranceReduction += effect_value; break; } case SE_ACv2: case SE_ArmorClass: { - newbon->AC += effect_value; + new_bonus->AC += effect_value; break; } case SE_ATK: { - newbon->ATK += effect_value; + new_bonus->ATK += effect_value; break; } case SE_STR: { - newbon->STR += effect_value; + new_bonus->STR += effect_value; break; } case SE_DEX: { - newbon->DEX += effect_value; + new_bonus->DEX += effect_value; break; } case SE_AGI: { - newbon->AGI += effect_value; + new_bonus->AGI += effect_value; break; } case SE_STA: { - newbon->STA += effect_value; + new_bonus->STA += effect_value; break; } case SE_INT: { - newbon->INT += effect_value; + new_bonus->INT += effect_value; break; } case SE_WIS: { - newbon->WIS += effect_value; + new_bonus->WIS += effect_value; break; } case SE_CHA: { if (spells[spell_id].base[i] != 0) { - newbon->CHA += effect_value; + new_bonus->CHA += effect_value; } break; } case SE_AllStats: { - newbon->STR += effect_value; - newbon->DEX += effect_value; - newbon->AGI += effect_value; - newbon->STA += effect_value; - newbon->INT += effect_value; - newbon->WIS += effect_value; - newbon->CHA += effect_value; + new_bonus->STR += effect_value; + new_bonus->DEX += effect_value; + new_bonus->AGI += effect_value; + new_bonus->STA += effect_value; + new_bonus->INT += effect_value; + new_bonus->WIS += effect_value; + new_bonus->CHA += effect_value; break; } case SE_ResistFire: { - newbon->FR += effect_value; + new_bonus->FR += effect_value; break; } case SE_ResistCold: { - newbon->CR += effect_value; + new_bonus->CR += effect_value; break; } case SE_ResistPoison: { - newbon->PR += effect_value; + new_bonus->PR += effect_value; break; } case SE_ResistDisease: { - newbon->DR += effect_value; + new_bonus->DR += effect_value; break; } case SE_ResistMagic: { - newbon->MR += effect_value; + new_bonus->MR += effect_value; break; } case SE_ResistAll: { - newbon->MR += effect_value; - newbon->DR += effect_value; - newbon->PR += effect_value; - newbon->CR += effect_value; - newbon->FR += effect_value; + new_bonus->MR += effect_value; + new_bonus->DR += effect_value; + new_bonus->PR += effect_value; + new_bonus->CR += effect_value; + new_bonus->FR += effect_value; break; } case SE_ResistCorruption: { - newbon->Corrup += effect_value; + new_bonus->Corrup += effect_value; break; } @@ -1711,43 +1711,43 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne { //are these #define'd somewhere? case 0: //str - newbon->STRCapMod += effect_value; + new_bonus->STRCapMod += effect_value; break; case 1: //sta - newbon->STACapMod += effect_value; + new_bonus->STACapMod += effect_value; break; case 2: //agi - newbon->AGICapMod += effect_value; + new_bonus->AGICapMod += effect_value; break; case 3: //dex - newbon->DEXCapMod += effect_value; + new_bonus->DEXCapMod += effect_value; break; case 4: //wis - newbon->WISCapMod += effect_value; + new_bonus->WISCapMod += effect_value; break; case 5: //int - newbon->INTCapMod += effect_value; + new_bonus->INTCapMod += effect_value; break; case 6: //cha - newbon->CHACapMod += effect_value; + new_bonus->CHACapMod += effect_value; break; case 7: //mr - newbon->MRCapMod += effect_value; + new_bonus->MRCapMod += effect_value; break; case 8: //cr - newbon->CRCapMod += effect_value; + new_bonus->CRCapMod += effect_value; break; case 9: //fr - newbon->FRCapMod += effect_value; + new_bonus->FRCapMod += effect_value; break; case 10: //pr - newbon->PRCapMod += effect_value; + new_bonus->PRCapMod += effect_value; break; case 11: //dr - newbon->DRCapMod += effect_value; + new_bonus->DRCapMod += effect_value; break; case 12: // corruption - newbon->CorrupCapMod += effect_value; + new_bonus->CorrupCapMod += effect_value; break; } break; @@ -1756,82 +1756,82 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_CastingLevel2: case SE_CastingLevel: // Brilliance of Ro { - newbon->effective_casting_level += effect_value; + new_bonus->effective_casting_level += effect_value; break; } case SE_MovementSpeed: - newbon->movementspeed += effect_value; + new_bonus->movementspeed += effect_value; break; case SE_SpellDamageShield: - newbon->SpellDamageShield += effect_value; + new_bonus->SpellDamageShield += effect_value; break; case SE_DamageShield: { - newbon->DamageShield += effect_value; - newbon->DamageShieldSpellID = spell_id; + new_bonus->DamageShield += effect_value; + new_bonus->DamageShieldSpellID = spell_id; //When using npc_spells_effects MAX value can be set to determine DS Type if (IsAISpellEffect && max) - newbon->DamageShieldType = GetDamageShieldType(spell_id, max); + new_bonus->DamageShieldType = GetDamageShieldType(spell_id, max); else - newbon->DamageShieldType = GetDamageShieldType(spell_id); + new_bonus->DamageShieldType = GetDamageShieldType(spell_id); break; } case SE_ReverseDS: { - newbon->ReverseDamageShield += effect_value; - newbon->ReverseDamageShieldSpellID = spell_id; + new_bonus->ReverseDamageShield += effect_value; + new_bonus->ReverseDamageShieldSpellID = spell_id; if (IsAISpellEffect && max) - newbon->ReverseDamageShieldType = GetDamageShieldType(spell_id, max); + new_bonus->ReverseDamageShieldType = GetDamageShieldType(spell_id, max); else - newbon->ReverseDamageShieldType = GetDamageShieldType(spell_id); + new_bonus->ReverseDamageShieldType = GetDamageShieldType(spell_id); break; } case SE_Reflect: - newbon->reflect_chance += effect_value; + new_bonus->reflect_chance += effect_value; break; case SE_Amplification: - newbon->Amplification += effect_value; + new_bonus->Amplification += effect_value; break; case SE_ChangeAggro: - newbon->hatemod += effect_value; + new_bonus->hatemod += effect_value; break; case SE_MeleeMitigation: //for some reason... this value is negative for increased mitigation - newbon->MeleeMitigationEffect -= effect_value; + new_bonus->MeleeMitigationEffect -= effect_value; break; case SE_CriticalHitChance: { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) { if(base2 == -1) - newbon->CriticalHitChance[HIGHEST_SKILL+1] += effect_value; + new_bonus->CriticalHitChance[HIGHEST_SKILL+1] += effect_value; else - newbon->CriticalHitChance[base2] += effect_value; + new_bonus->CriticalHitChance[base2] += effect_value; } else if(effect_value < 0) { - if(base2 == -1 && newbon->CriticalHitChance[HIGHEST_SKILL+1] > effect_value) - newbon->CriticalHitChance[HIGHEST_SKILL+1] = effect_value; - else if(base2 != -1 && newbon->CriticalHitChance[base2] > effect_value) - newbon->CriticalHitChance[base2] = effect_value; + if(base2 == -1 && new_bonus->CriticalHitChance[HIGHEST_SKILL+1] > effect_value) + new_bonus->CriticalHitChance[HIGHEST_SKILL+1] = effect_value; + else if(base2 != -1 && new_bonus->CriticalHitChance[base2] > effect_value) + new_bonus->CriticalHitChance[base2] = effect_value; } - else if(base2 == -1 && newbon->CriticalHitChance[HIGHEST_SKILL+1] < effect_value) - newbon->CriticalHitChance[HIGHEST_SKILL+1] = effect_value; - else if(base2 != -1 && newbon->CriticalHitChance[base2] < effect_value) - newbon->CriticalHitChance[base2] = effect_value; + else if(base2 == -1 && new_bonus->CriticalHitChance[HIGHEST_SKILL+1] < effect_value) + new_bonus->CriticalHitChance[HIGHEST_SKILL+1] = effect_value; + else if(base2 != -1 && new_bonus->CriticalHitChance[base2] < effect_value) + new_bonus->CriticalHitChance[base2] = effect_value; break; } @@ -1839,13 +1839,13 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_CrippBlowChance: { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->CrippBlowChance += effect_value; + new_bonus->CrippBlowChance += effect_value; - else if((effect_value < 0) && (newbon->CrippBlowChance > effect_value)) - newbon->CrippBlowChance = effect_value; + else if((effect_value < 0) && (new_bonus->CrippBlowChance > effect_value)) + new_bonus->CrippBlowChance = effect_value; - else if(newbon->CrippBlowChance < effect_value) - newbon->CrippBlowChance = effect_value; + else if(new_bonus->CrippBlowChance < effect_value) + new_bonus->CrippBlowChance = effect_value; break; } @@ -1853,65 +1853,65 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_AvoidMeleeChance: { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->AvoidMeleeChanceEffect += effect_value; + new_bonus->AvoidMeleeChanceEffect += effect_value; - else if((effect_value < 0) && (newbon->AvoidMeleeChanceEffect > effect_value)) - newbon->AvoidMeleeChanceEffect = effect_value; + else if((effect_value < 0) && (new_bonus->AvoidMeleeChanceEffect > effect_value)) + new_bonus->AvoidMeleeChanceEffect = effect_value; - else if(newbon->AvoidMeleeChanceEffect < effect_value) - newbon->AvoidMeleeChanceEffect = effect_value; + else if(new_bonus->AvoidMeleeChanceEffect < effect_value) + new_bonus->AvoidMeleeChanceEffect = effect_value; break; } case SE_RiposteChance: { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->RiposteChance += effect_value; + new_bonus->RiposteChance += effect_value; - else if((effect_value < 0) && (newbon->RiposteChance > effect_value)) - newbon->RiposteChance = effect_value; + else if((effect_value < 0) && (new_bonus->RiposteChance > effect_value)) + new_bonus->RiposteChance = effect_value; - else if(newbon->RiposteChance < effect_value) - newbon->RiposteChance = effect_value; + else if(new_bonus->RiposteChance < effect_value) + new_bonus->RiposteChance = effect_value; break; } case SE_DodgeChance: { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->DodgeChance += effect_value; + new_bonus->DodgeChance += effect_value; - else if((effect_value < 0) && (newbon->DodgeChance > effect_value)) - newbon->DodgeChance = effect_value; + else if((effect_value < 0) && (new_bonus->DodgeChance > effect_value)) + new_bonus->DodgeChance = effect_value; - if(newbon->DodgeChance < effect_value) - newbon->DodgeChance = effect_value; + if(new_bonus->DodgeChance < effect_value) + new_bonus->DodgeChance = effect_value; break; } case SE_ParryChance: { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->ParryChance += effect_value; + new_bonus->ParryChance += effect_value; - else if((effect_value < 0) && (newbon->ParryChance > effect_value)) - newbon->ParryChance = effect_value; + else if((effect_value < 0) && (new_bonus->ParryChance > effect_value)) + new_bonus->ParryChance = effect_value; - if(newbon->ParryChance < effect_value) - newbon->ParryChance = effect_value; + if(new_bonus->ParryChance < effect_value) + new_bonus->ParryChance = effect_value; break; } case SE_DualWieldChance: { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->DualWieldChance += effect_value; + new_bonus->DualWieldChance += effect_value; - else if((effect_value < 0) && (newbon->DualWieldChance > effect_value)) - newbon->DualWieldChance = effect_value; + else if((effect_value < 0) && (new_bonus->DualWieldChance > effect_value)) + new_bonus->DualWieldChance = effect_value; - if(newbon->DualWieldChance < effect_value) - newbon->DualWieldChance = effect_value; + if(new_bonus->DualWieldChance < effect_value) + new_bonus->DualWieldChance = effect_value; break; } @@ -1919,13 +1919,13 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->DoubleAttackChance += effect_value; + new_bonus->DoubleAttackChance += effect_value; - else if((effect_value < 0) && (newbon->DoubleAttackChance > effect_value)) - newbon->DoubleAttackChance = effect_value; + else if((effect_value < 0) && (new_bonus->DoubleAttackChance > effect_value)) + new_bonus->DoubleAttackChance = effect_value; - if(newbon->DoubleAttackChance < effect_value) - newbon->DoubleAttackChance = effect_value; + if(new_bonus->DoubleAttackChance < effect_value) + new_bonus->DoubleAttackChance = effect_value; break; } @@ -1933,82 +1933,82 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->TripleAttackChance += effect_value; + new_bonus->TripleAttackChance += effect_value; - else if((effect_value < 0) && (newbon->TripleAttackChance > effect_value)) - newbon->TripleAttackChance = effect_value; + else if((effect_value < 0) && (new_bonus->TripleAttackChance > effect_value)) + new_bonus->TripleAttackChance = effect_value; - if(newbon->TripleAttackChance < effect_value) - newbon->TripleAttackChance = effect_value; + if(new_bonus->TripleAttackChance < effect_value) + new_bonus->TripleAttackChance = effect_value; break; } case SE_MeleeLifetap: { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->MeleeLifetap += spells[spell_id].base[i]; + new_bonus->MeleeLifetap += spells[spell_id].base[i]; - else if((effect_value < 0) && (newbon->MeleeLifetap > effect_value)) - newbon->MeleeLifetap = effect_value; + else if((effect_value < 0) && (new_bonus->MeleeLifetap > effect_value)) + new_bonus->MeleeLifetap = effect_value; - else if(newbon->MeleeLifetap < effect_value) - newbon->MeleeLifetap = effect_value; + else if(new_bonus->MeleeLifetap < effect_value) + new_bonus->MeleeLifetap = effect_value; break; } case SE_Vampirism: - newbon->Vampirism += effect_value; + new_bonus->Vampirism += effect_value; break; case SE_AllInstrumentMod: { - if(effect_value > newbon->singingMod) - newbon->singingMod = effect_value; - if(effect_value > newbon->brassMod) - newbon->brassMod = effect_value; - if(effect_value > newbon->percussionMod) - newbon->percussionMod = effect_value; - if(effect_value > newbon->windMod) - newbon->windMod = effect_value; - if(effect_value > newbon->stringedMod) - newbon->stringedMod = effect_value; + if(effect_value > new_bonus->singingMod) + new_bonus->singingMod = effect_value; + if(effect_value > new_bonus->brassMod) + new_bonus->brassMod = effect_value; + if(effect_value > new_bonus->percussionMod) + new_bonus->percussionMod = effect_value; + if(effect_value > new_bonus->windMod) + new_bonus->windMod = effect_value; + if(effect_value > new_bonus->stringedMod) + new_bonus->stringedMod = effect_value; break; } case SE_ResistSpellChance: - newbon->ResistSpellChance += effect_value; + new_bonus->ResistSpellChance += effect_value; break; case SE_ResistFearChance: { if(effect_value == 100) // If we reach 100% in a single spell/item then we should be immune to negative fear resist effects until our immunity is over - newbon->Fearless = true; + new_bonus->Fearless = true; - newbon->ResistFearChance += effect_value; // these should stack + new_bonus->ResistFearChance += effect_value; // these should stack break; } case SE_Fearless: - newbon->Fearless = true; + new_bonus->Fearless = true; break; case SE_HundredHands: { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->HundredHands += effect_value; + new_bonus->HundredHands += effect_value; - if (effect_value > 0 && effect_value > newbon->HundredHands) - newbon->HundredHands = effect_value; //Increase Weapon Delay - else if (effect_value < 0 && effect_value < newbon->HundredHands) - newbon->HundredHands = effect_value; //Decrease Weapon Delay + if (effect_value > 0 && effect_value > new_bonus->HundredHands) + new_bonus->HundredHands = effect_value; //Increase Weapon Delay + else if (effect_value < 0 && effect_value < new_bonus->HundredHands) + new_bonus->HundredHands = effect_value; //Decrease Weapon Delay break; } case SE_MeleeSkillCheck: { - if(newbon->MeleeSkillCheck < effect_value) { - newbon->MeleeSkillCheck = effect_value; - newbon->MeleeSkillCheckSkill = base2==-1?255:base2; + if(new_bonus->MeleeSkillCheck < effect_value) { + new_bonus->MeleeSkillCheck = effect_value; + new_bonus->MeleeSkillCheckSkill = base2==-1?255:base2; } break; } @@ -2018,29 +2018,29 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne if (RuleB(Spells, AdditiveBonusValues) && item_bonus){ if(base2 == -1) - newbon->HitChanceEffect[HIGHEST_SKILL+1] += effect_value; + new_bonus->HitChanceEffect[HIGHEST_SKILL+1] += effect_value; else - newbon->HitChanceEffect[base2] += effect_value; + new_bonus->HitChanceEffect[base2] += effect_value; } else if(base2 == -1){ - if ((effect_value < 0) && (newbon->HitChanceEffect[HIGHEST_SKILL+1] > effect_value)) - newbon->HitChanceEffect[HIGHEST_SKILL+1] = effect_value; + if ((effect_value < 0) && (new_bonus->HitChanceEffect[HIGHEST_SKILL+1] > effect_value)) + new_bonus->HitChanceEffect[HIGHEST_SKILL+1] = effect_value; - else if (!newbon->HitChanceEffect[HIGHEST_SKILL+1] || - ((newbon->HitChanceEffect[HIGHEST_SKILL+1] > 0) && (newbon->HitChanceEffect[HIGHEST_SKILL+1] < effect_value))) - newbon->HitChanceEffect[HIGHEST_SKILL+1] = effect_value; + else if (!new_bonus->HitChanceEffect[HIGHEST_SKILL+1] || + ((new_bonus->HitChanceEffect[HIGHEST_SKILL+1] > 0) && (new_bonus->HitChanceEffect[HIGHEST_SKILL+1] < effect_value))) + new_bonus->HitChanceEffect[HIGHEST_SKILL+1] = effect_value; } else { - if ((effect_value < 0) && (newbon->HitChanceEffect[base2] > effect_value)) - newbon->HitChanceEffect[base2] = effect_value; + if ((effect_value < 0) && (new_bonus->HitChanceEffect[base2] > effect_value)) + new_bonus->HitChanceEffect[base2] = effect_value; - else if (!newbon->HitChanceEffect[base2] || - ((newbon->HitChanceEffect[base2] > 0) && (newbon->HitChanceEffect[base2] < effect_value))) - newbon->HitChanceEffect[base2] = effect_value; + else if (!new_bonus->HitChanceEffect[base2] || + ((new_bonus->HitChanceEffect[base2] > 0) && (new_bonus->HitChanceEffect[base2] < effect_value))) + new_bonus->HitChanceEffect[base2] = effect_value; } break; @@ -2050,71 +2050,71 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_DamageModifier: { if(base2 == -1) - newbon->DamageModifier[HIGHEST_SKILL+1] += effect_value; + new_bonus->DamageModifier[HIGHEST_SKILL+1] += effect_value; else - newbon->DamageModifier[base2] += effect_value; + new_bonus->DamageModifier[base2] += effect_value; break; } case SE_DamageModifier2: { if(base2 == -1) - newbon->DamageModifier2[HIGHEST_SKILL+1] += effect_value; + new_bonus->DamageModifier2[HIGHEST_SKILL+1] += effect_value; else - newbon->DamageModifier2[base2] += effect_value; + new_bonus->DamageModifier2[base2] += effect_value; break; } case SE_MinDamageModifier: { if(base2 == -1) - newbon->MinDamageModifier[HIGHEST_SKILL+1] += effect_value; + new_bonus->MinDamageModifier[HIGHEST_SKILL+1] += effect_value; else - newbon->MinDamageModifier[base2] += effect_value; + new_bonus->MinDamageModifier[base2] += effect_value; break; } case SE_StunResist: { - if(newbon->StunResist < effect_value) - newbon->StunResist = effect_value; + if(new_bonus->StunResist < effect_value) + new_bonus->StunResist = effect_value; break; } case SE_ProcChance: { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) - newbon->ProcChanceSPA += effect_value; + new_bonus->ProcChanceSPA += effect_value; - else if((effect_value < 0) && (newbon->ProcChanceSPA > effect_value)) - newbon->ProcChanceSPA = effect_value; + else if((effect_value < 0) && (new_bonus->ProcChanceSPA > effect_value)) + new_bonus->ProcChanceSPA = effect_value; - if(newbon->ProcChanceSPA < effect_value) - newbon->ProcChanceSPA = effect_value; + if(new_bonus->ProcChanceSPA < effect_value) + new_bonus->ProcChanceSPA = effect_value; break; } case SE_ExtraAttackChance: - newbon->ExtraAttackChance += effect_value; + new_bonus->ExtraAttackChance += effect_value; break; case SE_PercentXPIncrease: { - if(newbon->XPRateMod < effect_value) - newbon->XPRateMod = effect_value; + if(new_bonus->XPRateMod < effect_value) + new_bonus->XPRateMod = effect_value; break; } case SE_DeathSave: { - if(newbon->DeathSave[0] < effect_value) + if(new_bonus->DeathSave[0] < effect_value) { - newbon->DeathSave[0] = effect_value; //1='Partial' 2='Full' - newbon->DeathSave[1] = buffslot; + new_bonus->DeathSave[0] = effect_value; //1='Partial' 2='Full' + new_bonus->DeathSave[1] = buffslot; //These are used in later expansion spell effects. - newbon->DeathSave[2] = base2;//Min level for HealAmt - newbon->DeathSave[3] = max;//HealAmt + new_bonus->DeathSave[2] = base2;//Min level for HealAmt + new_bonus->DeathSave[3] = max;//HealAmt } break; } @@ -2122,44 +2122,44 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_DivineSave: { if (RuleB(Spells, AdditiveBonusValues) && item_bonus) { - newbon->DivineSaveChance[0] += effect_value; - newbon->DivineSaveChance[1] = 0; + new_bonus->DivineSaveChance[0] += effect_value; + new_bonus->DivineSaveChance[1] = 0; } - else if(newbon->DivineSaveChance[0] < effect_value) + else if(new_bonus->DivineSaveChance[0] < effect_value) { - newbon->DivineSaveChance[0] = effect_value; - newbon->DivineSaveChance[1] = base2; + new_bonus->DivineSaveChance[0] = effect_value; + new_bonus->DivineSaveChance[1] = base2; //SetDeathSaveChance(true); } break; } case SE_Flurry: - newbon->FlurryChance += effect_value; + new_bonus->FlurryChance += effect_value; break; case SE_Accuracy: { - if ((effect_value < 0) && (newbon->Accuracy[HIGHEST_SKILL+1] > effect_value)) - newbon->Accuracy[HIGHEST_SKILL+1] = effect_value; + if ((effect_value < 0) && (new_bonus->Accuracy[HIGHEST_SKILL+1] > effect_value)) + new_bonus->Accuracy[HIGHEST_SKILL+1] = effect_value; - else if (!newbon->Accuracy[HIGHEST_SKILL+1] || - ((newbon->Accuracy[HIGHEST_SKILL+1] > 0) && (newbon->Accuracy[HIGHEST_SKILL+1] < effect_value))) - newbon->Accuracy[HIGHEST_SKILL+1] = effect_value; + else if (!new_bonus->Accuracy[HIGHEST_SKILL+1] || + ((new_bonus->Accuracy[HIGHEST_SKILL+1] > 0) && (new_bonus->Accuracy[HIGHEST_SKILL+1] < effect_value))) + new_bonus->Accuracy[HIGHEST_SKILL+1] = effect_value; break; } case SE_MaxHPChange: - newbon->MaxHPChange += effect_value; + new_bonus->MaxHPChange += effect_value; break; case SE_EndurancePool: - newbon->Endurance += effect_value; + new_bonus->Endurance += effect_value; break; case SE_HealRate: - newbon->HealRate += effect_value; + new_bonus->HealRate += effect_value; break; case SE_SkillDamageTaken: @@ -2174,9 +2174,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne else { if(base2 == -1) - newbon->SkillDmgTaken[HIGHEST_SKILL+1] += effect_value; + new_bonus->SkillDmgTaken[HIGHEST_SKILL+1] += effect_value; else - newbon->SkillDmgTaken[base2] += effect_value; + new_bonus->SkillDmgTaken[base2] += effect_value; } break; @@ -2186,9 +2186,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne { for(int e = 0; e < MAX_SPELL_TRIGGER; e++) { - if(!newbon->SpellTriggers[e]) + if(!new_bonus->SpellTriggers[e]) { - newbon->SpellTriggers[e] = spell_id; + new_bonus->SpellTriggers[e] = spell_id; break; } } @@ -2196,44 +2196,44 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne } case SE_SpellCritChance: - newbon->CriticalSpellChance += effect_value; + new_bonus->CriticalSpellChance += effect_value; break; case SE_CriticalSpellChance: { - newbon->CriticalSpellChance += effect_value; + new_bonus->CriticalSpellChance += effect_value; - if (base2 > newbon->SpellCritDmgIncNoStack) - newbon->SpellCritDmgIncNoStack = base2; + if (base2 > new_bonus->SpellCritDmgIncNoStack) + new_bonus->SpellCritDmgIncNoStack = base2; break; } case SE_SpellCritDmgIncrease: - newbon->SpellCritDmgIncrease += effect_value; + new_bonus->SpellCritDmgIncrease += effect_value; break; case SE_DotCritDmgIncrease: - newbon->DotCritDmgIncrease += effect_value; + new_bonus->DotCritDmgIncrease += effect_value; break; case SE_CriticalHealChance: - newbon->CriticalHealChance += effect_value; + new_bonus->CriticalHealChance += effect_value; break; case SE_CriticalHealOverTime: - newbon->CriticalHealOverTime += effect_value; + new_bonus->CriticalHealOverTime += effect_value; break; case SE_CriticalHealDecay: - newbon->CriticalHealDecay = true; + new_bonus->CriticalHealDecay = true; break; case SE_CriticalRegenDecay: - newbon->CriticalRegenDecay = true; + new_bonus->CriticalRegenDecay = true; break; case SE_CriticalDotDecay: - newbon->CriticalDotDecay = true; + new_bonus->CriticalDotDecay = true; break; case SE_MitigateDamageShield: @@ -2241,24 +2241,24 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne if (effect_value < 0) effect_value = effect_value*-1; - newbon->DSMitigationOffHand += effect_value; + new_bonus->DSMitigationOffHand += effect_value; break; } case SE_CriticalDoTChance: - newbon->CriticalDoTChance += effect_value; + new_bonus->CriticalDoTChance += effect_value; break; case SE_ProcOnKillShot: { for(int e = 0; e < MAX_SPELL_TRIGGER*3; e+=3) { - if(!newbon->SpellOnKill[e]) + if(!new_bonus->SpellOnKill[e]) { // Base2 = Spell to fire | Base1 = % chance | Base3 = min level - newbon->SpellOnKill[e] = base2; - newbon->SpellOnKill[e+1] = effect_value; - newbon->SpellOnKill[e+2] = max; + new_bonus->SpellOnKill[e] = base2; + new_bonus->SpellOnKill[e+1] = effect_value; + new_bonus->SpellOnKill[e+2] = max; break; } } @@ -2269,11 +2269,11 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne { for(int e = 0; e < MAX_SPELL_TRIGGER; e+=2) { - if(!newbon->SpellOnDeath[e]) + if(!new_bonus->SpellOnDeath[e]) { // Base2 = Spell to fire | Base1 = % chance - newbon->SpellOnDeath[e] = base2; - newbon->SpellOnDeath[e+1] = effect_value; + new_bonus->SpellOnDeath[e] = base2; + new_bonus->SpellOnDeath[e+1] = effect_value; break; } } @@ -2283,151 +2283,151 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_CriticalDamageMob: { if(base2 == -1) - newbon->CritDmgMob[HIGHEST_SKILL+1] += effect_value; + new_bonus->CritDmgMob[HIGHEST_SKILL+1] += effect_value; else - newbon->CritDmgMob[base2] += effect_value; + new_bonus->CritDmgMob[base2] += effect_value; break; } case SE_ReduceSkillTimer: { - if(newbon->SkillReuseTime[base2] < effect_value) - newbon->SkillReuseTime[base2] = effect_value; + if(new_bonus->SkillReuseTime[base2] < effect_value) + new_bonus->SkillReuseTime[base2] = effect_value; break; } case SE_SkillDamageAmount: { if(base2 == -1) - newbon->SkillDamageAmount[HIGHEST_SKILL+1] += effect_value; + new_bonus->SkillDamageAmount[HIGHEST_SKILL+1] += effect_value; else - newbon->SkillDamageAmount[base2] += effect_value; + new_bonus->SkillDamageAmount[base2] += effect_value; break; } case SE_GravityEffect: - newbon->GravityEffect = 1; + new_bonus->GravityEffect = 1; break; case SE_AntiGate: - newbon->AntiGate = true; + new_bonus->AntiGate = true; break; case SE_MagicWeapon: - newbon->MagicWeapon = true; + new_bonus->MagicWeapon = true; break; case SE_IncreaseBlockChance: - newbon->IncreaseBlockChance += effect_value; + new_bonus->IncreaseBlockChance += effect_value; break; case SE_PersistantCasting: - newbon->PersistantCasting += effect_value; + new_bonus->PersistantCasting += effect_value; break; case SE_LimitHPPercent: { - if(newbon->HPPercCap[0] != 0 && newbon->HPPercCap[0] > effect_value){ - newbon->HPPercCap[0] = effect_value; - newbon->HPPercCap[1] = base2; + if(new_bonus->HPPercCap[0] != 0 && new_bonus->HPPercCap[0] > effect_value){ + new_bonus->HPPercCap[0] = effect_value; + new_bonus->HPPercCap[1] = base2; } - else if(newbon->HPPercCap[0] == 0){ - newbon->HPPercCap[0] = effect_value; - newbon->HPPercCap[1] = base2; + else if(new_bonus->HPPercCap[0] == 0){ + new_bonus->HPPercCap[0] = effect_value; + new_bonus->HPPercCap[1] = base2; } break; } case SE_LimitManaPercent: { - if(newbon->ManaPercCap[0] != 0 && newbon->ManaPercCap[0] > effect_value){ - newbon->ManaPercCap[0] = effect_value; - newbon->ManaPercCap[1] = base2; + if(new_bonus->ManaPercCap[0] != 0 && new_bonus->ManaPercCap[0] > effect_value){ + new_bonus->ManaPercCap[0] = effect_value; + new_bonus->ManaPercCap[1] = base2; } - else if(newbon->ManaPercCap[0] == 0) { - newbon->ManaPercCap[0] = effect_value; - newbon->ManaPercCap[1] = base2; + else if(new_bonus->ManaPercCap[0] == 0) { + new_bonus->ManaPercCap[0] = effect_value; + new_bonus->ManaPercCap[1] = base2; } break; } case SE_LimitEndPercent: { - if(newbon->EndPercCap[0] != 0 && newbon->EndPercCap[0] > effect_value) { - newbon->EndPercCap[0] = effect_value; - newbon->EndPercCap[1] = base2; + if(new_bonus->EndPercCap[0] != 0 && new_bonus->EndPercCap[0] > effect_value) { + new_bonus->EndPercCap[0] = effect_value; + new_bonus->EndPercCap[1] = base2; } - else if(newbon->EndPercCap[0] == 0){ - newbon->EndPercCap[0] = effect_value; - newbon->EndPercCap[1] = base2; + else if(new_bonus->EndPercCap[0] == 0){ + new_bonus->EndPercCap[0] = effect_value; + new_bonus->EndPercCap[1] = base2; } break; } case SE_BlockNextSpellFocus: - newbon->BlockNextSpell = true; + new_bonus->BlockNextSpell = true; break; case SE_NegateSpellEffect: - newbon->NegateEffects = true; + new_bonus->NegateEffects = true; break; case SE_ImmuneFleeing: - newbon->ImmuneToFlee = true; + new_bonus->ImmuneToFlee = true; break; case SE_DelayDeath: - newbon->DelayDeath += effect_value; + new_bonus->DelayDeath += effect_value; break; case SE_SpellProcChance: - newbon->SpellProcChance += effect_value; + new_bonus->SpellProcChance += effect_value; break; case SE_CharmBreakChance: - newbon->CharmBreakChance += effect_value; + new_bonus->CharmBreakChance += effect_value; break; case SE_BardSongRange: - newbon->SongRange += effect_value; + new_bonus->SongRange += effect_value; break; case SE_HPToMana: { //Lower the ratio the more favorable - if((!newbon->HPToManaConvert) || (newbon->HPToManaConvert >= effect_value)) - newbon->HPToManaConvert = spells[spell_id].base[i]; + if((!new_bonus->HPToManaConvert) || (new_bonus->HPToManaConvert >= effect_value)) + new_bonus->HPToManaConvert = spells[spell_id].base[i]; break; } case SE_SkillDamageAmount2: { if(base2 == -1) - newbon->SkillDamageAmount2[HIGHEST_SKILL+1] += effect_value; + new_bonus->SkillDamageAmount2[HIGHEST_SKILL+1] += effect_value; else - newbon->SkillDamageAmount2[base2] += effect_value; + new_bonus->SkillDamageAmount2[base2] += effect_value; break; } case SE_NegateAttacks: { - if (!newbon->NegateAttacks[0] || - ((newbon->NegateAttacks[0] && newbon->NegateAttacks[2]) && (newbon->NegateAttacks[2] < max))){ - newbon->NegateAttacks[0] = 1; - newbon->NegateAttacks[1] = buffslot; - newbon->NegateAttacks[2] = max; + if (!new_bonus->NegateAttacks[0] || + ((new_bonus->NegateAttacks[0] && new_bonus->NegateAttacks[2]) && (new_bonus->NegateAttacks[2] < max))){ + new_bonus->NegateAttacks[0] = 1; + new_bonus->NegateAttacks[1] = buffslot; + new_bonus->NegateAttacks[2] = max; } break; } case SE_MitigateMeleeDamage: { - if (newbon->MitigateMeleeRune[0] < effect_value){ - newbon->MitigateMeleeRune[0] = effect_value; - newbon->MitigateMeleeRune[1] = buffslot; - newbon->MitigateMeleeRune[2] = base2; - newbon->MitigateMeleeRune[3] = max; + if (new_bonus->MitigateMeleeRune[0] < effect_value){ + new_bonus->MitigateMeleeRune[0] = effect_value; + new_bonus->MitigateMeleeRune[1] = buffslot; + new_bonus->MitigateMeleeRune[2] = base2; + new_bonus->MitigateMeleeRune[3] = max; } break; } @@ -2435,268 +2435,268 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_MeleeThresholdGuard: { - if (newbon->MeleeThresholdGuard[0] < effect_value){ - newbon->MeleeThresholdGuard[0] = effect_value; - newbon->MeleeThresholdGuard[1] = buffslot; - newbon->MeleeThresholdGuard[2] = base2; + if (new_bonus->MeleeThresholdGuard[0] < effect_value){ + new_bonus->MeleeThresholdGuard[0] = effect_value; + new_bonus->MeleeThresholdGuard[1] = buffslot; + new_bonus->MeleeThresholdGuard[2] = base2; } break; } case SE_SpellThresholdGuard: { - if (newbon->SpellThresholdGuard[0] < effect_value){ - newbon->SpellThresholdGuard[0] = effect_value; - newbon->SpellThresholdGuard[1] = buffslot; - newbon->SpellThresholdGuard[2] = base2; + if (new_bonus->SpellThresholdGuard[0] < effect_value){ + new_bonus->SpellThresholdGuard[0] = effect_value; + new_bonus->SpellThresholdGuard[1] = buffslot; + new_bonus->SpellThresholdGuard[2] = base2; } break; } case SE_MitigateSpellDamage: { - if (newbon->MitigateSpellRune[0] < effect_value){ - newbon->MitigateSpellRune[0] = effect_value; - newbon->MitigateSpellRune[1] = buffslot; - newbon->MitigateSpellRune[2] = base2; - newbon->MitigateSpellRune[3] = max; + if (new_bonus->MitigateSpellRune[0] < effect_value){ + new_bonus->MitigateSpellRune[0] = effect_value; + new_bonus->MitigateSpellRune[1] = buffslot; + new_bonus->MitigateSpellRune[2] = base2; + new_bonus->MitigateSpellRune[3] = max; } break; } case SE_MitigateDotDamage: { - if (newbon->MitigateDotRune[0] < effect_value){ - newbon->MitigateDotRune[0] = effect_value; - newbon->MitigateDotRune[1] = buffslot; - newbon->MitigateDotRune[2] = base2; - newbon->MitigateDotRune[3] = max; + if (new_bonus->MitigateDotRune[0] < effect_value){ + new_bonus->MitigateDotRune[0] = effect_value; + new_bonus->MitigateDotRune[1] = buffslot; + new_bonus->MitigateDotRune[2] = base2; + new_bonus->MitigateDotRune[3] = max; } break; } case SE_ManaAbsorbPercentDamage: { - if (newbon->ManaAbsorbPercentDamage[0] < effect_value){ - newbon->ManaAbsorbPercentDamage[0] = effect_value; - newbon->ManaAbsorbPercentDamage[1] = buffslot; + if (new_bonus->ManaAbsorbPercentDamage[0] < effect_value){ + new_bonus->ManaAbsorbPercentDamage[0] = effect_value; + new_bonus->ManaAbsorbPercentDamage[1] = buffslot; } break; } case SE_TriggerMeleeThreshold: - newbon->TriggerMeleeThreshold = true; + new_bonus->TriggerMeleeThreshold = true; break; case SE_TriggerSpellThreshold: - newbon->TriggerSpellThreshold = true; + new_bonus->TriggerSpellThreshold = true; break; case SE_ShieldBlock: - newbon->ShieldBlock += effect_value; + new_bonus->ShieldBlock += effect_value; break; case SE_ShieldEquipHateMod: - newbon->ShieldEquipHateMod += effect_value; + new_bonus->ShieldEquipHateMod += effect_value; break; case SE_ShieldEquipDmgMod: - newbon->ShieldEquipDmgMod[0] += effect_value; - newbon->ShieldEquipDmgMod[1] += base2; + new_bonus->ShieldEquipDmgMod[0] += effect_value; + new_bonus->ShieldEquipDmgMod[1] += base2; break; case SE_BlockBehind: - newbon->BlockBehind += effect_value; + new_bonus->BlockBehind += effect_value; break; case SE_Blind: - newbon->IsBlind = true; + new_bonus->IsBlind = true; break; case SE_Fear: - newbon->IsFeared = true; + new_bonus->IsFeared = true; break; //AA bonuses - implemented broadly into spell/item effects case SE_FrontalStunResist: - newbon->FrontalStunResist += effect_value; + new_bonus->FrontalStunResist += effect_value; break; case SE_ImprovedBindWound: - newbon->BindWound += effect_value; + new_bonus->BindWound += effect_value; break; case SE_MaxBindWound: - newbon->MaxBindWound += effect_value; + new_bonus->MaxBindWound += effect_value; break; case SE_BaseMovementSpeed: - newbon->BaseMovementSpeed += effect_value; + new_bonus->BaseMovementSpeed += effect_value; break; case SE_IncreaseRunSpeedCap: - newbon->IncreaseRunSpeedCap += effect_value; + new_bonus->IncreaseRunSpeedCap += effect_value; break; case SE_DoubleSpecialAttack: - newbon->DoubleSpecialAttack += effect_value; + new_bonus->DoubleSpecialAttack += effect_value; break; case SE_TripleBackstab: - newbon->TripleBackstab += effect_value; + new_bonus->TripleBackstab += effect_value; break; case SE_FrontalBackstabMinDmg: - newbon->FrontalBackstabMinDmg = true; + new_bonus->FrontalBackstabMinDmg = true; break; case SE_FrontalBackstabChance: - newbon->FrontalBackstabChance += effect_value; + new_bonus->FrontalBackstabChance += effect_value; break; case SE_ConsumeProjectile: - newbon->ConsumeProjectile += effect_value; + new_bonus->ConsumeProjectile += effect_value; break; case SE_ForageAdditionalItems: - newbon->ForageAdditionalItems += effect_value; + new_bonus->ForageAdditionalItems += effect_value; break; case SE_Salvage: - newbon->SalvageChance += effect_value; + new_bonus->SalvageChance += effect_value; break; case SE_ArcheryDamageModifier: - newbon->ArcheryDamageModifier += effect_value; + new_bonus->ArcheryDamageModifier += effect_value; break; case SE_DoubleRangedAttack: - newbon->DoubleRangedAttack += effect_value; + new_bonus->DoubleRangedAttack += effect_value; break; case SE_SecondaryDmgInc: - newbon->SecondaryDmgInc = true; + new_bonus->SecondaryDmgInc = true; break; case SE_StrikeThrough: case SE_StrikeThrough2: - newbon->StrikeThrough += effect_value; + new_bonus->StrikeThrough += effect_value; break; case SE_GiveDoubleAttack: - newbon->GiveDoubleAttack += effect_value; + new_bonus->GiveDoubleAttack += effect_value; break; case SE_PetCriticalHit: - newbon->PetCriticalHit += effect_value; + new_bonus->PetCriticalHit += effect_value; break; case SE_CombatStability: - newbon->CombatStability += effect_value; + new_bonus->CombatStability += effect_value; break; case SE_AddSingingMod: switch (base2) { case ItemTypeWindInstrument: - newbon->windMod += effect_value; + new_bonus->windMod += effect_value; break; case ItemTypeStringedInstrument: - newbon->stringedMod += effect_value; + new_bonus->stringedMod += effect_value; break; case ItemTypeBrassInstrument: - newbon->brassMod += effect_value; + new_bonus->brassMod += effect_value; break; case ItemTypePercussionInstrument: - newbon->percussionMod += effect_value; + new_bonus->percussionMod += effect_value; break; case ItemTypeSinging: - newbon->singingMod += effect_value; + new_bonus->singingMod += effect_value; break; } break; case SE_SongModCap: - newbon->songModCap += effect_value; + new_bonus->songModCap += effect_value; break; case SE_PetAvoidance: - newbon->PetAvoidance += effect_value; + new_bonus->PetAvoidance += effect_value; break; case SE_Ambidexterity: - newbon->Ambidexterity += effect_value; + new_bonus->Ambidexterity += effect_value; break; case SE_PetMaxHP: - newbon->PetMaxHP += effect_value; + new_bonus->PetMaxHP += effect_value; break; case SE_PetFlurry: - newbon->PetFlurry += effect_value; + new_bonus->PetFlurry += effect_value; break; case SE_GivePetGroupTarget: - newbon->GivePetGroupTarget = true; + new_bonus->GivePetGroupTarget = true; break; case SE_RootBreakChance: - newbon->RootBreakChance += effect_value; + new_bonus->RootBreakChance += effect_value; break; case SE_ChannelChanceItems: - newbon->ChannelChanceItems += effect_value; + new_bonus->ChannelChanceItems += effect_value; break; case SE_ChannelChanceSpells: - newbon->ChannelChanceSpells += effect_value; + new_bonus->ChannelChanceSpells += effect_value; break; case SE_UnfailingDivinity: - newbon->UnfailingDivinity += effect_value; + new_bonus->UnfailingDivinity += effect_value; break; case SE_ItemHPRegenCapIncrease: - newbon->ItemHPRegenCap += effect_value; + new_bonus->ItemHPRegenCap += effect_value; break; case SE_OffhandRiposteFail: - newbon->OffhandRiposteFail += effect_value; + new_bonus->OffhandRiposteFail += effect_value; break; case SE_ItemAttackCapIncrease: - newbon->ItemATKCap += effect_value; + new_bonus->ItemATKCap += effect_value; break; case SE_TwoHandBluntBlock: - newbon->TwoHandBluntBlock += effect_value; + new_bonus->TwoHandBluntBlock += effect_value; break; case SE_StunBashChance: - newbon->StunBashChance += effect_value; + new_bonus->StunBashChance += effect_value; break; case SE_IncreaseChanceMemwipe: - newbon->IncreaseChanceMemwipe += effect_value; + new_bonus->IncreaseChanceMemwipe += effect_value; break; case SE_CriticalMend: - newbon->CriticalMend += effect_value; + new_bonus->CriticalMend += effect_value; break; case SE_SpellEffectResistChance: { for(int e = 0; e < MAX_RESISTABLE_EFFECTS*2; e+=2) { - if(newbon->SEResist[e+1] && (newbon->SEResist[e] == base2) && (newbon->SEResist[e+1] < effect_value)){ - newbon->SEResist[e] = base2; //Spell Effect ID - newbon->SEResist[e+1] = effect_value; //Resist Chance + if(new_bonus->SEResist[e+1] && (new_bonus->SEResist[e] == base2) && (new_bonus->SEResist[e+1] < effect_value)){ + new_bonus->SEResist[e] = base2; //Spell Effect ID + new_bonus->SEResist[e+1] = effect_value; //Resist Chance break; } - else if (!newbon->SEResist[e+1]){ - newbon->SEResist[e] = base2; //Spell Effect ID - newbon->SEResist[e+1] = effect_value; //Resist Chance + else if (!new_bonus->SEResist[e+1]){ + new_bonus->SEResist[e] = base2; //Spell Effect ID + new_bonus->SEResist[e+1] = effect_value; //Resist Chance break; } } @@ -2705,110 +2705,110 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_MasteryofPast: { - if(newbon->MasteryofPast < effect_value) - newbon->MasteryofPast = effect_value; + if(new_bonus->MasteryofPast < effect_value) + new_bonus->MasteryofPast = effect_value; break; } case SE_DoubleRiposte: { - newbon->DoubleRiposte += effect_value; + new_bonus->DoubleRiposte += effect_value; } case SE_GiveDoubleRiposte: { //Only allow for regular double riposte chance. - if(newbon->GiveDoubleRiposte[base2] == 0){ - if(newbon->GiveDoubleRiposte[0] < effect_value) - newbon->GiveDoubleRiposte[0] = effect_value; + if(new_bonus->GiveDoubleRiposte[base2] == 0){ + if(new_bonus->GiveDoubleRiposte[0] < effect_value) + new_bonus->GiveDoubleRiposte[0] = effect_value; } break; } case SE_SlayUndead: { - if(newbon->SlayUndead[1] < effect_value) - newbon->SlayUndead[0] = effect_value; // Rate - newbon->SlayUndead[1] = base2; // Damage Modifier + if(new_bonus->SlayUndead[1] < effect_value) + new_bonus->SlayUndead[0] = effect_value; // Rate + new_bonus->SlayUndead[1] = base2; // Damage Modifier break; } case SE_TriggerOnReqTarget: case SE_TriggerOnReqCaster: - newbon->TriggerOnValueAmount = true; + new_bonus->TriggerOnValueAmount = true; break; case SE_DivineAura: - newbon->DivineAura = true; + new_bonus->DivineAura = true; break; case SE_ImprovedTaunt: - if (newbon->ImprovedTaunt[0] < effect_value) { - newbon->ImprovedTaunt[0] = effect_value; - newbon->ImprovedTaunt[1] = base2; - newbon->ImprovedTaunt[2] = buffslot; + if (new_bonus->ImprovedTaunt[0] < effect_value) { + new_bonus->ImprovedTaunt[0] = effect_value; + new_bonus->ImprovedTaunt[1] = base2; + new_bonus->ImprovedTaunt[2] = buffslot; } break; case SE_DistanceRemoval: - newbon->DistanceRemoval = true; + new_bonus->DistanceRemoval = true; break; case SE_FrenziedDevastation: - newbon->FrenziedDevastation += base2; + new_bonus->FrenziedDevastation += base2; break; case SE_Root: - if (newbon->Root[0] && (newbon->Root[1] > buffslot)){ - newbon->Root[0] = 1; - newbon->Root[1] = buffslot; + if (new_bonus->Root[0] && (new_bonus->Root[1] > buffslot)){ + new_bonus->Root[0] = 1; + new_bonus->Root[1] = buffslot; } - else if (!newbon->Root[0]){ - newbon->Root[0] = 1; - newbon->Root[1] = buffslot; + else if (!new_bonus->Root[0]){ + new_bonus->Root[0] = 1; + new_bonus->Root[1] = buffslot; } break; case SE_Rune: - if (newbon->MeleeRune[0] && (newbon->MeleeRune[1] > buffslot)){ + if (new_bonus->MeleeRune[0] && (new_bonus->MeleeRune[1] > buffslot)){ - newbon->MeleeRune[0] = effect_value; - newbon->MeleeRune[1] = buffslot; + new_bonus->MeleeRune[0] = effect_value; + new_bonus->MeleeRune[1] = buffslot; } - else if (!newbon->MeleeRune[0]){ - newbon->MeleeRune[0] = effect_value; - newbon->MeleeRune[1] = buffslot; + else if (!new_bonus->MeleeRune[0]){ + new_bonus->MeleeRune[0] = effect_value; + new_bonus->MeleeRune[1] = buffslot; } break; case SE_AbsorbMagicAtt: - if (newbon->AbsorbMagicAtt[0] && (newbon->AbsorbMagicAtt[1] > buffslot)){ - newbon->AbsorbMagicAtt[0] = effect_value; - newbon->AbsorbMagicAtt[1] = buffslot; + if (new_bonus->AbsorbMagicAtt[0] && (new_bonus->AbsorbMagicAtt[1] > buffslot)){ + new_bonus->AbsorbMagicAtt[0] = effect_value; + new_bonus->AbsorbMagicAtt[1] = buffslot; } - else if (!newbon->AbsorbMagicAtt[0]){ - newbon->AbsorbMagicAtt[0] = effect_value; - newbon->AbsorbMagicAtt[1] = buffslot; + else if (!new_bonus->AbsorbMagicAtt[0]){ + new_bonus->AbsorbMagicAtt[0] = effect_value; + new_bonus->AbsorbMagicAtt[1] = buffslot; } break; case SE_NegateIfCombat: - newbon->NegateIfCombat = true; + new_bonus->NegateIfCombat = true; break; case SE_Screech: - newbon->Screech = effect_value; + new_bonus->Screech = effect_value; break; case SE_AlterNPCLevel: if (IsNPC()){ - if (!newbon->AlterNPCLevel - || ((effect_value < 0) && (newbon->AlterNPCLevel > effect_value)) - || ((effect_value > 0) && (newbon->AlterNPCLevel < effect_value))) { + if (!new_bonus->AlterNPCLevel + || ((effect_value < 0) && (new_bonus->AlterNPCLevel > effect_value)) + || ((effect_value > 0) && (new_bonus->AlterNPCLevel < effect_value))) { int tmp_lv = GetOrigLevel() + effect_value; if (tmp_lv < 1) @@ -2816,7 +2816,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne else if (tmp_lv > 255) tmp_lv = 255; if ((GetLevel() != tmp_lv)){ - newbon->AlterNPCLevel = effect_value; + new_bonus->AlterNPCLevel = effect_value; SetLevel(tmp_lv); } } @@ -2824,82 +2824,82 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne break; case SE_AStacker: - newbon->AStacker[0] = 1; - newbon->AStacker[1] = effect_value; + new_bonus->AStacker[0] = 1; + new_bonus->AStacker[1] = effect_value; break; case SE_BStacker: - newbon->BStacker[0] = 1; - newbon->BStacker[1] = effect_value; + new_bonus->BStacker[0] = 1; + new_bonus->BStacker[1] = effect_value; break; case SE_CStacker: - newbon->CStacker[0] = 1; - newbon->CStacker[1] = effect_value; + new_bonus->CStacker[0] = 1; + new_bonus->CStacker[1] = effect_value; break; case SE_DStacker: - newbon->DStacker[0] = 1; - newbon->DStacker[1] = effect_value; + new_bonus->DStacker[0] = 1; + new_bonus->DStacker[1] = effect_value; break; case SE_Berserk: - newbon->BerserkSPA = true; + new_bonus->BerserkSPA = true; break; case SE_Metabolism: - newbon->Metabolism += effect_value; + new_bonus->Metabolism += effect_value; break; case SE_ImprovedReclaimEnergy: { - if((effect_value < 0) && (newbon->ImprovedReclaimEnergy > effect_value)) - newbon->ImprovedReclaimEnergy = effect_value; + if((effect_value < 0) && (new_bonus->ImprovedReclaimEnergy > effect_value)) + new_bonus->ImprovedReclaimEnergy = effect_value; - else if(newbon->ImprovedReclaimEnergy < effect_value) - newbon->ImprovedReclaimEnergy = effect_value; + else if(new_bonus->ImprovedReclaimEnergy < effect_value) + new_bonus->ImprovedReclaimEnergy = effect_value; break; } case SE_HeadShot: { - if(newbon->HeadShot[1] < base2){ - newbon->HeadShot[0] = effect_value; - newbon->HeadShot[1] = base2; + if(new_bonus->HeadShot[1] < base2){ + new_bonus->HeadShot[0] = effect_value; + new_bonus->HeadShot[1] = base2; } break; } case SE_HeadShotLevel: { - if(newbon->HSLevel < effect_value) - newbon->HSLevel = effect_value; + if(new_bonus->HSLevel < effect_value) + new_bonus->HSLevel = effect_value; break; } case SE_Assassinate: { - if(newbon->Assassinate[1] < base2){ - newbon->Assassinate[0] = effect_value; - newbon->Assassinate[1] = base2; + if(new_bonus->Assassinate[1] < base2){ + new_bonus->Assassinate[0] = effect_value; + new_bonus->Assassinate[1] = base2; } break; } case SE_AssassinateLevel: { - if(newbon->AssassinateLevel < effect_value) - newbon->AssassinateLevel = effect_value; + if(new_bonus->AssassinateLevel < effect_value) + new_bonus->AssassinateLevel = effect_value; break; } case SE_FinishingBlow: { //base1 = chance, base2 = damage - if (newbon->FinishingBlow[1] < base2){ - newbon->FinishingBlow[0] = effect_value; - newbon->FinishingBlow[1] = base2; + if (new_bonus->FinishingBlow[1] < base2){ + new_bonus->FinishingBlow[0] = effect_value; + new_bonus->FinishingBlow[1] = base2; } break; } @@ -2907,42 +2907,42 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne case SE_FinishingBlowLvl: { //base1 = level, base2 = ??? (Set to 200 in AA data, possible proc rate mod?) - if (newbon->FinishingBlowLvl[0] < effect_value){ - newbon->FinishingBlowLvl[0] = effect_value; - newbon->FinishingBlowLvl[1] = base2; + if (new_bonus->FinishingBlowLvl[0] < effect_value){ + new_bonus->FinishingBlowLvl[0] = effect_value; + new_bonus->FinishingBlowLvl[1] = base2; } break; } case SE_PetMeleeMitigation: - newbon->PetMeleeMitigation += effect_value; + new_bonus->PetMeleeMitigation += effect_value; break; case SE_MeleeVulnerability: - newbon->MeleeVulnerability += effect_value; + new_bonus->MeleeVulnerability += effect_value; break; case SE_Sanctuary: - newbon->Sanctuary = true; + new_bonus->Sanctuary = true; break; case SE_FactionModPct: { - if((effect_value < 0) && (newbon->FactionModPct > effect_value)) - newbon->FactionModPct = effect_value; + if((effect_value < 0) && (new_bonus->FactionModPct > effect_value)) + new_bonus->FactionModPct = effect_value; - else if(newbon->FactionModPct < effect_value) - newbon->FactionModPct = effect_value; + else if(new_bonus->FactionModPct < effect_value) + new_bonus->FactionModPct = effect_value; break; } case SE_IllusionPersistence: - newbon->IllusionPersistence = true; + new_bonus->IllusionPersistence = true; break; case SE_LimitToSkill:{ if (effect_value <= HIGHEST_SKILL){ - newbon->LimitToSkill[effect_value] = true; + new_bonus->LimitToSkill[effect_value] = true; } break; } @@ -2951,11 +2951,11 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne for(int e = 0; e < MAX_SKILL_PROCS; e++) { - if(newbon->SkillProc[e] && newbon->SkillProc[e] == spell_id) + if(new_bonus->SkillProc[e] && new_bonus->SkillProc[e] == spell_id) break; //Do not use the same spell id more than once. - else if(!newbon->SkillProc[e]){ - newbon->SkillProc[e] = spell_id; + else if(!new_bonus->SkillProc[e]){ + new_bonus->SkillProc[e] = spell_id; break; } } @@ -2966,11 +2966,11 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne for(int e = 0; e < MAX_SKILL_PROCS; e++) { - if(newbon->SkillProcSuccess[e] && newbon->SkillProcSuccess[e] == spell_id) + if(new_bonus->SkillProcSuccess[e] && new_bonus->SkillProcSuccess[e] == spell_id) break; //Do not use the same spell id more than once. - else if(!newbon->SkillProcSuccess[e]){ - newbon->SkillProcSuccess[e] = spell_id; + else if(!new_bonus->SkillProcSuccess[e]){ + new_bonus->SkillProcSuccess[e] = spell_id; break; } }