Пример #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;
}
Пример #2
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);
}
Пример #3
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;
}