Exemple #1
0
int32 Client::CalcBaseEndurance()
{
	int32 base_end = 0;

	if(GetClientVersion() >= EQClientSoF && RuleB(Character, SoDClientUseSoDHPManaEnd)) {
		double heroic_stats = (GetHeroicSTR() + GetHeroicSTA() + GetHeroicDEX() + GetHeroicAGI()) / 4.0f;
		double stats = (GetSTR() + GetSTA() + GetDEX() + GetAGI()) / 4.0f;

		if(stats > 201.0f) {
			stats = 1.25f * (stats - 201.0f) + 352.5f;
		} else if(stats > 100.0f) {
			stats = 2.5f * (stats - 100.0f) + 100.0f;
		}

		auto base_data = database.GetBaseData(GetLevel(), GetClass());
		if(base_data) {
			base_end = base_data->base_end + (heroic_stats * 10.0f) + (base_data->endurance_factor * static_cast<int>(stats));
		}
	}
	else
	{
		int Stats = GetSTR()+GetSTA()+GetDEX()+GetAGI();
		int LevelBase = GetLevel() * 15;

		int at_most_800 = Stats;
		if(at_most_800 > 800)
			at_most_800 = 800;

		int Bonus400to800 = 0;
		int HalfBonus400to800 = 0;
		int Bonus800plus = 0;
		int HalfBonus800plus = 0;

		int BonusUpto800 = int( at_most_800 / 4 ) ;
		if(Stats > 400) {
			Bonus400to800 = int( (at_most_800 - 400) / 4 );
			HalfBonus400to800 = int( std::max( ( at_most_800 - 400 ), 0 ) / 8 );

			if(Stats > 800) {
				Bonus800plus = int( (Stats - 800) / 8 ) * 2;
				HalfBonus800plus = int( (Stats - 800) / 16 );
			}
		}
		int bonus_sum = BonusUpto800 + Bonus400to800 + HalfBonus400to800 + Bonus800plus + HalfBonus800plus;

		base_end = LevelBase;

		//take all of the sums from above, then multiply by level*0.075
		base_end += ( bonus_sum * 3 * GetLevel() ) / 40;
	}

	return base_end;
}
Exemple #2
0
int32 Client::CalcBaseEndurance()
{
	int32 base_end = 0;

		int Stats = GetSTR()+GetSTA()+GetDEX()+GetAGI();
		int LevelBase = GetLevel() * 15;

		int at_most_800 = Stats;
		if(at_most_800 > 800)
			at_most_800 = 800;

		int Bonus400to800 = 0;
		int HalfBonus400to800 = 0;
		int Bonus800plus = 0;
		int HalfBonus800plus = 0;

		int BonusUpto800 = int( at_most_800 / 4 ) ;
		if(Stats > 400) {
			Bonus400to800 = int( (at_most_800 - 400) / 4 );
			HalfBonus400to800 = int( std::max( ( at_most_800 - 400 ), 0 ) / 8 );

			if(Stats > 800) {
				Bonus800plus = int( (Stats - 800) / 8 ) * 2;
				HalfBonus800plus = int( (Stats - 800) / 16 );
			}
		}
		int bonus_sum = BonusUpto800 + Bonus400to800 + HalfBonus400to800 + Bonus800plus + HalfBonus800plus;

		base_end = LevelBase;

		//take all of the sums from above, then multiply by level*0.075
		base_end += ( bonus_sum * 3 * GetLevel() ) / 40;

	return base_end;
}
Exemple #3
0
int16 Client::CalcAGI() {
	int16 val = m_pp.AGI + itembonuses.AGI + spellbonuses.AGI - CalcAlcoholPhysicalEffect();;
	int16 mod = aabonuses.AGI;

	if(val>255 && GetLevel() <= 60)
		val = 255;

	int16 str = GetSTR();
	
	//Encumbered penalty
	if(weight > (str * 10)) {
		//AGI is halved when we double our weight, zeroed (defaults to 1) when we triple it. this includes AGI from AAs
		float total_agi = float(val + mod);
		float str_float = float(str);
		AGI = (int16)(((-total_agi) / (str_float * 2)) * (((float)weight / 10) - str_float) + total_agi);	//casting to an int assumes this will be floor'd. without using floats & casting to int16, the calculation doesn't work right
	} else
		AGI = val + mod;

	if(AGI < 1)
		AGI = 1;

	int m = GetMaxAGI();
	if(AGI > m)
		AGI = m;
	
	return(AGI);
}
	const _STR CConstObject::GetSTR(const char* name, _U32 index) const
	{
		return GetSTR(Zion::StringFormat("%s[%d]", name, index).c_str());
	}
Exemple #5
0
//returns true on success
bool Client::TradeskillExecute(DBTradeskillRecipe_Struct *spec) {
 	if(spec == NULL)
		return(false);
	
	uint16 user_skill = GetSkill(spec->tradeskill);
	float chance = 0.0;
	float skillup_modifier = 0.0;
	int16 thirdstat = 0;
	int16 stat_modifier = 15;
	uint16 success_modifier = 0;

	// Rework based on the info on eqtraders.com
	// http://mboards.eqtraders.com/eq/showthread.php?t=22246
	// 09/10/2006 v0.1 (eq4me)
	// 09/11/2006 v0.2 (eq4me)
	// Todo:
	//     Implementing AAs
	//     Success modifiers based on recipes
	//     Skillup modifiers based on the rarity of the ingredients

	// Some tradeskills are more eqal then others. ;-)
	// If you want to customize the stage1 success rate do it here.
    // Remember: skillup_modifier is (float). Lower is better
	switch(spec->tradeskill) {
	case FLETCHING:
	case ALCHEMY:
	case JEWELRY_MAKING:
	case POTTERY:
		skillup_modifier = 4;
		break;
	case BAKING:
	case BREWING:
		skillup_modifier = 3;
		break;
	case RESEARCH:
		skillup_modifier = 1;
		break;
	default:
		skillup_modifier = 2;
		break;
	}

	// Some tradeskills take the higher of one additional stat beside INT and WIS
	// to determine the skillup rate. Additionally these tradeskills do not have an
	// -15 modifier on their statbonus.
	if (spec->tradeskill ==  FLETCHING || spec->tradeskill == MAKE_POISON) {
		thirdstat = GetDEX();
		stat_modifier = 0;
	} else if (spec->tradeskill == BLACKSMITHING) {
		thirdstat = GetSTR();
		stat_modifier = 0;
	}
	
	int16 higher_from_int_wis = (GetINT() > GetWIS()) ? GetINT() : GetWIS();
	int16 bonusstat = (higher_from_int_wis > thirdstat) ? higher_from_int_wis : thirdstat;
	
	vector< pair<uint32,uint8> >::iterator itr;


    //calculate the base success chance
	// For trivials over 68 the chance is (skill - 0.75*trivial) +51.5
    // For trivial up to 68 the chance is (skill - trivial) + 66
	if (spec->trivial >= 68) {
		chance = (user_skill - (0.75*spec->trivial)) + 51.5;
	} else {
		chance = (user_skill - spec->trivial) + 66;
	}
	
	int16 over_trivial = (int16)GetRawSkill(spec->tradeskill) - (int16)spec->trivial;

	//handle caps
	if(spec->nofail) {
		chance = 100;	//cannot fail.
		_log(TRADESKILLS__TRACE, "...This combine cannot fail.");
	} else if(over_trivial >= 0) {
		// At reaching trivial the chance goes to 95% going up an additional
		// percent for every 40 skillpoints above the trivial.
		// The success rate is not modified through stats.
		// Mastery AAs are unaccounted for so far.
		// chance_AA = chance + ((100 - chance) * mastery_modifier)
		// But the 95% limit with an additional 1% for every 40 skill points
		// above critical still stands.
		// Mastery modifier is: 10%/25%/50% for rank one/two/three
		chance = 95.0f + (float(user_skill - spec->trivial) / 40.0f);
		Message_StringID(MT_Emote, TRADESKILL_TRIVIAL);
	} else if(chance < 5) {
		// Minimum chance is always 5
		chance = 5;
	} else if(chance > 95) {
		//cap is 95, shouldent reach this before trivial, but just in case.
		chance = 95;
	}
	
	_log(TRADESKILLS__TRACE, "...Current skill: %d , Trivial: %d , Success chance: %f percent", user_skill , spec->trivial , chance);
	_log(TRADESKILLS__TRACE, "...Bonusstat: %d , INT: %d , WIS: %d , DEX: %d , STR: %d", bonusstat , GetINT() , GetWIS() , GetDEX() , GetSTR());
	
	float res = MakeRandomFloat(0, 99);
	int AAChance = 0;

	//AA modifiers
	//can we do this with nested switches?
	if(spec->tradeskill == ALCHEMY){
		switch(GetAA(aaAlchemyMastery)){
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if(spec->tradeskill == JEWELRY_MAKING){
		switch(GetAA(aaJewelCraftMastery)){
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}
      const Item_Struct* item = NULL;

	if (spec->tradeskill == BLACKSMITHING) {
		switch(GetAA(aaBlacksmithingMastery)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (spec->tradeskill == BAKING) {
		switch(GetAA(aaBakingMastery)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (spec->tradeskill == BREWING) {
		switch(GetAA(aaBrewingMastery)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (spec->tradeskill == FLETCHING) {
		switch(GetAA(aaFletchingMastery2)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (spec->tradeskill == POTTERY) {
		switch(GetAA(aaPotteryMastery)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (spec->tradeskill == TAILORING) {
		switch(GetAA(aaTailoringMastery)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}
	
	if (spec->tradeskill == RESEARCH) {
		switch(GetAA(aaArcaneTongues)) {
		case 1:
			AAChance = 10;
			break;
		case 2:
			AAChance = 25;
			break;
		case 3:
			AAChance = 50;
			break;
		}
	}

	if (((spec->tradeskill==75) || GetGM() || (chance > res)) || MakeRandomInt(0, 99) < AAChance){
		success_modifier = 1;
		
		if(over_trivial < 0)
			CheckIncreaseTradeskill(bonusstat, stat_modifier, skillup_modifier, success_modifier, spec->tradeskill);
		
		Message_StringID(4,TRADESKILL_SUCCEED,spec->name.c_str());

		_log(TRADESKILLS__TRACE, "Tradeskill success");

		itr = spec->onsuccess.begin();
		while(itr != spec->onsuccess.end() && !spec->quest) {
			//should we check this crap?
			SummonItem(itr->first, itr->second);
                  item = database.GetItem(itr->first);
			if (this->GetGroup())
			{
				entity_list.MessageGroup(this,true,MT_Skills,"%s has successfully fashioned %s!",GetName(),item->Name);
			}
			if(RuleB(TaskSystem, EnableTaskSystem))
				UpdateTasksForItem(ActivityTradeSkill, itr->first, itr->second);
			itr++;
		}
		return(true);
	} else {
		success_modifier = 2; // Halves the chance
		
		if(over_trivial < 0)
			CheckIncreaseTradeskill(bonusstat, stat_modifier, skillup_modifier, success_modifier, spec->tradeskill);
		
		Message_StringID(MT_Emote,TRADESKILL_FAILED);

		_log(TRADESKILLS__TRACE, "Tradeskill failed");
            if (this->GetGroup())
		{
			entity_list.MessageGroup(this,true,MT_Skills,"%s was unsuccessful in %s tradeskill attempt.",GetName(),this->GetGender() == 0 ? "his" : this->GetGender() == 1 ? "her" : "its");
		}
		
		itr = spec->onfail.begin();
		while(itr != spec->onfail.end()) {
			//should we check these arguments?
			SummonItem(itr->first, itr->second);
			itr++;
		}

        // Rolls on each item, is possible to return everything
        int SalvageChance = aabonuses.SalvageChance + itembonuses.SalvageChance + spellbonuses.SalvageChance;
        // Skip check if not a normal TS or if a quest recipe these should be nofail, but check amyways
        if(SalvageChance && spec->tradeskill != 75 && !spec->quest) {
            itr = spec->salvage.begin();
            uint8 sc = 0;
            while(itr != spec->salvage.end()) {
                for(sc = 0; sc < itr->second; sc++)
                    if(MakeRandomInt(0,99) < SalvageChance)
                        SummonItem(itr->first, 1);
                itr++;
            }
        }

	}
	return(false);
}
Exemple #6
0
void WearableItem::UnapplyStatChanges(Player* p) {
    p->SetSTR(p->GetSTR() - GetSTR());
    p->SetDEX(p->GetDEX() - GetDEX());
    p->SetACC(p->GetACC() - GetACC());
    p->SetAC(p->GetAC() - GetAC());
}
Exemple #7
0
int32 Client::CalcEnduranceRegen(bool bCombat)
{
	int base = 0;
	if (!IsStarved()) {
		auto base_data = database.GetBaseData(GetLevel(), GetClass());
		if (base_data) {
			base = static_cast<int>(base_data->end_regen);
			if (!auto_attack && base > 0)
				base += base / 2;
		}
	}

	// so when we are mounted, our local client SpeedRun is always 0, so this is always false, but the packets we process it to our own shit :P
	bool is_running = runmode && animation != 0 && GetHorseId() == 0; // TODO: animation is really what MQ2 calls SpeedRun

	int weight_limit = GetSTR();
	auto level = GetLevel();
	if (GetClass() == MONK) {
		if (level > 99)
			weight_limit = 58;
		else if (level > 94)
			weight_limit = 57;
		else if (level > 89)
			weight_limit = 56;
		else if (level > 84)
			weight_limit = 55;
		else if (level > 79)
			weight_limit = 54;
		else if (level > 64)
			weight_limit = 53;
		else if (level > 63)
			weight_limit = 50;
		else if (level > 61)
			weight_limit = 47;
		else if (level > 59)
			weight_limit = 45;
		else if (level > 54)
			weight_limit = 40;
		else if (level > 50)
			weight_limit = 38;
		else if (level > 44)
			weight_limit = 36;
		else if (level > 29)
			weight_limit = 34;
		else if (level > 14)
			weight_limit = 32;
		else
			weight_limit = 30;
	}

	bool encumbered = (CalcCurrentWeight() / 10) >= weight_limit;

	if (is_running)
		base += level / -15;

	if (encumbered)
		base += level / -15;

	auto item_bonus = GetHeroicAGI() + GetHeroicDEX() + GetHeroicSTA() + GetHeroicSTR();
	item_bonus = item_bonus / 4 / 50;
	item_bonus += itembonuses.EnduranceRegen; // this is capped already
	base += item_bonus;

	base = base * AreaEndRegen + 0.5f;

	auto aa_regen = aabonuses.EnduranceRegen;

	int regen = base;
	if (!bCombat && CanFastRegen() && (IsSitting() || CanMedOnHorse())) {
		auto max_end = GetMaxEndurance();
		int fast_regen = 6 * (max_end / zone->newzone_data.FastRegenEndurance);
		if (aa_regen < fast_regen) // weird, but what the client is doing
			aa_regen = fast_regen;
	}

	regen += aa_regen;
	regen += spellbonuses.EnduranceRegen; // TODO: client does this in buff tick

	return (regen * RuleI(Character, EnduranceRegenMultiplier) / 100);
}
Exemple #8
0
//returns true on success
bool Client::TradeskillExecute(DBTradeskillRecipe_Struct *spec) {
	if(spec == nullptr)
		return(false);

	uint16 user_skill = GetSkill(spec->tradeskill);
	float chance = 0.0;
	float skillup_modifier = 0.0;
	int16 thirdstat = 0;
	int16 stat_modifier = 15;
	uint16 success_modifier = 0;

	// Rework based on the info on eqtraders.com
	// http://mboards.eqtraders.com/eq/showthread.php?t=22246
	// 09/10/2006 v0.1 (eq4me)
	// 09/11/2006 v0.2 (eq4me)
	// Todo:
	// Implementing AAs
	// Success modifiers based on recipes
	// Skillup modifiers based on the rarity of the ingredients

	// Some tradeskills are more eqal then others. ;-)
	// If you want to customize the stage1 success rate do it here.
	// Remember: skillup_modifier is (float). Lower is better
        switch(spec->tradeskill) {
        case SkillFletching:
                skillup_modifier = RuleI(Character, TradeskillUpFletching);
                break;
        case SkillAlchemy:
                skillup_modifier = RuleI(Character, TradeskillUpAlchemy);
                break;
        case SkillJewelryMaking:
                skillup_modifier = RuleI(Character, TradeskillUpJewelcrafting);
                break;
        case SkillPottery:
                skillup_modifier = RuleI(Character, TradeskillUpPottery);
                break;
        case SkillBaking:
                skillup_modifier = RuleI(Character, TradeskillUpBaking);
                break;
        case SkillBrewing:
                skillup_modifier = RuleI(Character, TradeskillUpBrewing);
                break;
        case SkillBlacksmithing:
                skillup_modifier = RuleI(Character, TradeskillUpBlacksmithing);
                break;
        case SkillResearch:
                skillup_modifier = RuleI(Character, TradeskillUpResearch);
                break;
        case SkillMakePoison:
                skillup_modifier = RuleI(Character, TradeskillUpMakePoison);
                break;
        case SkillTinkering:
                skillup_modifier = RuleI(Character, TradeskillUpTinkering);
                break;
        default:
                skillup_modifier = 2;
                break;
        }

	// Some tradeskills take the higher of one additional stat beside INT and WIS
	// to determine the skillup rate. Additionally these tradeskills do not have an
	// -15 modifier on their statbonus.
	if (spec->tradeskill == SkillFletching || spec->tradeskill == SkillMakePoison) {
		thirdstat = GetDEX();
		stat_modifier = 0;
	} else if (spec->tradeskill == SkillBlacksmithing) {
		thirdstat = GetSTR();
		stat_modifier = 0;
	}

	int16 higher_from_int_wis = (GetINT() > GetWIS()) ? GetINT() : GetWIS();
	int16 bonusstat = (higher_from_int_wis > thirdstat) ? higher_from_int_wis : thirdstat;

	std::vector< std::pair<uint32,uint8> >::iterator itr;


	//calculate the base success chance
	// For trivials over 68 the chance is (skill - 0.75*trivial) +51.5
	// For trivial up to 68 the chance is (skill - trivial) + 66
	if (spec->trivial >= 68) {
		chance = (user_skill - (0.75*spec->trivial)) + 51.5;
	} else {
		chance = (user_skill - spec->trivial) + 66;
	}

	int16 over_trivial = (int16)GetRawSkill(spec->tradeskill) - (int16)spec->trivial;

	//handle caps
	if(spec->nofail) {
		chance = 100;	//cannot fail.
		Log.Out(Logs::Detail, Logs::Tradeskills, "...This combine cannot fail.");
	} else if(over_trivial >= 0) {
		// At reaching trivial the chance goes to 95% going up an additional
		// percent for every 40 skillpoints above the trivial.
		// The success rate is not modified through stats.
		// Mastery AAs are unaccounted for so far.
		// chance_AA = chance + ((100 - chance) * mastery_modifier)
		// But the 95% limit with an additional 1% for every 40 skill points
		// above critical still stands.
		// Mastery modifier is: 10%/25%/50% for rank one/two/three
		chance = 95.0f + (float(user_skill - spec->trivial) / 40.0f);
		Message_StringID(MT_Emote, TRADESKILL_TRIVIAL);
	} else if(chance < 5) {
		// Minimum chance is always 5
		chance = 5;
	} else if(chance > 95) {
		//cap is 95, shouldent reach this before trivial, but just in case.
		chance = 95;
	}

	Log.Out(Logs::Detail, Logs::Tradeskills, "...Current skill: %d , Trivial: %d , Success chance: %f percent", user_skill , spec->trivial , chance);
	Log.Out(Logs::Detail, Logs::Tradeskills, "...Bonusstat: %d , INT: %d , WIS: %d , DEX: %d , STR: %d", bonusstat , GetINT() , GetWIS() , GetDEX() , GetSTR());

	float res = zone->random.Real(0, 99);
	int aa_chance = 0;

	aa_chance = spellbonuses.ReduceTradeskillFail[spec->tradeskill] + itembonuses.ReduceTradeskillFail[spec->tradeskill] + aabonuses.ReduceTradeskillFail[spec->tradeskill];

	const Item_Struct* item = nullptr;
	
	chance = mod_tradeskill_chance(chance, spec);

	if (((spec->tradeskill==75) || GetGM() || (chance > res)) || zone->random.Roll(aa_chance)) {
		success_modifier = 1;

		if(over_trivial < 0)
			CheckIncreaseTradeskill(bonusstat, stat_modifier, skillup_modifier, success_modifier, spec->tradeskill);

		Message_StringID(4, TRADESKILL_SUCCEED, spec->name.c_str());

		Log.Out(Logs::Detail, Logs::Tradeskills, "Tradeskill success");

		itr = spec->onsuccess.begin();
		while(itr != spec->onsuccess.end() && !spec->quest) {
			//should we check this crap?
			SummonItem(itr->first, itr->second);
			item = database.GetItem(itr->first);
			if (this->GetGroup()) {
				entity_list.MessageGroup(this, true, MT_Skills, "%s has successfully fashioned %s!", GetName(), item->Name);
			}

			/* QS: Player_Log_Trade_Skill_Events */
			if (RuleB(QueryServ, PlayerLogTradeSkillEvents)){
				std::string event_desc = StringFormat("Success :: fashioned recipe_id:%i tskillid:%i trivial:%i chance:%4.2f  in zoneid:%i instid:%i", spec->recipe_id, spec->tradeskill, spec->trivial, chance, this->GetZoneID(), this->GetInstanceID());
				QServ->PlayerLogEvent(Player_Log_Trade_Skill_Events, this->CharacterID(), event_desc);
			}

			if(RuleB(TaskSystem, EnableTaskSystem))
				UpdateTasksForItem(ActivityTradeSkill, itr->first, itr->second);
			++itr;
		}
		return(true);
	}
	/* Tradeskill Fail */
	else {
		success_modifier = 2; // Halves the chance

		if(over_trivial < 0)
			CheckIncreaseTradeskill(bonusstat, stat_modifier, skillup_modifier, success_modifier, spec->tradeskill);

		Message_StringID(MT_Emote,TRADESKILL_FAILED);

		Log.Out(Logs::Detail, Logs::Tradeskills, "Tradeskill failed");
			if (this->GetGroup())
		{
			entity_list.MessageGroup(this,true,MT_Skills,"%s was unsuccessful in %s tradeskill attempt.",GetName(),this->GetGender() == 0 ? "his" : this->GetGender() == 1 ? "her" : "its");

		}

		/* QS: Player_Log_Trade_Skill_Events */
		if (RuleB(QueryServ, PlayerLogTradeSkillEvents)){
			std::string event_desc = StringFormat("Failed :: recipe_id:%i tskillid:%i trivial:%i chance:%4.2f  in zoneid:%i instid:%i", spec->recipe_id, spec->tradeskill, spec->trivial, chance, this->GetZoneID(), this->GetInstanceID());
			QServ->PlayerLogEvent(Player_Log_Trade_Skill_Events, this->CharacterID(), event_desc);
		}

		itr = spec->onfail.begin();
		while(itr != spec->onfail.end()) {
			//should we check these arguments?
			SummonItem(itr->first, itr->second);
			++itr;
		}

		/* Salvage Item rolls */

		// Rolls on each item, is possible to return everything
		int SalvageChance = aabonuses.SalvageChance + itembonuses.SalvageChance + spellbonuses.SalvageChance;
		// Skip check if not a normal TS or if a quest recipe these should be nofail, but check amyways
		if(SalvageChance && spec->tradeskill != 75 && !spec->quest) {
			itr = spec->salvage.begin();
			uint8 sc = 0;
			while(itr != spec->salvage.end()) {
				for(sc = 0; sc < itr->second; sc++)
					if(zone->random.Roll(SalvageChance))
						SummonItem(itr->first, 1);
				++itr;
			}
		}

	}
	return(false);
}
Exemple #9
0
int32 Client::CalcBaseEndurance()
{
	int32 base_end = 0;
	int32 base_endurance = 0;
	int32 ConvertedStats = 0;
	int32 sta_end = 0;
	int Stats = 0;

	if(GetClientVersion() >= EQClientSoD && RuleB(Character, SoDClientUseSoDHPManaEnd)) {
		int HeroicStats = 0;

		Stats = ((GetSTR() + GetSTA() + GetDEX() + GetAGI()) / 4);
		HeroicStats = ((GetHeroicSTR() + GetHeroicSTA() + GetHeroicDEX() + GetHeroicAGI()) / 4);

		if (Stats > 100) {
			ConvertedStats = (((Stats - 100) * 5 / 2) + 100);
			if (Stats > 201) {
				ConvertedStats -= ((Stats - 201) * 5 / 4);
			}
		}
		else {
			ConvertedStats = Stats;
		}

		if (GetLevel() < 41) { 
			sta_end = (GetLevel() * 75 * ConvertedStats / 1000);
			base_endurance = (GetLevel() * 15);
		}
		else if (GetLevel() < 81) {
			sta_end = ((3 * ConvertedStats) + ((GetLevel() - 40) * 15 * ConvertedStats / 100));
			base_endurance = (600 + ((GetLevel() - 40) * 30));
		}
		else {
			sta_end = (9 * ConvertedStats);
			base_endurance = (1800 + ((GetLevel() - 80) * 18));
		}
		base_end = (base_endurance + sta_end + (HeroicStats * 10));
	}
	else
	{
		Stats = GetSTR()+GetSTA()+GetDEX()+GetAGI();
		int LevelBase = GetLevel() * 15;

		int at_most_800 = Stats;
		if(at_most_800 > 800)
			at_most_800 = 800;
		
		int Bonus400to800 = 0;
		int HalfBonus400to800 = 0;
		int Bonus800plus = 0;
		int HalfBonus800plus = 0;
		
		int BonusUpto800 = int( at_most_800 / 4 ) ;
		if(Stats > 400) {
			Bonus400to800 = int( (at_most_800 - 400) / 4 );
			HalfBonus400to800 = int( max( ( at_most_800 - 400 ), 0 ) / 8 );
			
			if(Stats > 800) {
				Bonus800plus = int( (Stats - 800) / 8 ) * 2;
				HalfBonus800plus = int( (Stats - 800) / 16 );
			}
		}
		int bonus_sum = BonusUpto800 + Bonus400to800 + HalfBonus400to800 + Bonus800plus + HalfBonus800plus;
		
		base_end = LevelBase;

		//take all of the sums from above, then multiply by level*0.075
		base_end += ( bonus_sum * 3 * GetLevel() ) / 40;
	}
	return base_end;
}