Change only Body/Shield armor to count as base armor, and correctly add bonus armor on items as TOTAL_VALUE
This fixes various armor modifiers --HG-- branch : trunk
This commit is contained in:
+22
-5
@@ -7138,12 +7138,29 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
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if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
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armor = ssvarmor;
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}
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// Add armor bonus from ArmorDamageModifier if > 0
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if (proto->ArmorDamageModifier > 0)
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armor += uint32(proto->ArmorDamageModifier);
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if (armor)
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HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(armor), apply);
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if (armor)
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{
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UnitModifierType modType = TOTAL_VALUE;
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if (proto->Class == ITEM_CLASS_ARMOR)
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{
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switch (proto->SubClass)
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{
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case ITEM_SUBCLASS_ARMOR_CLOTH:
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case ITEM_SUBCLASS_ARMOR_LEATHER:
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case ITEM_SUBCLASS_ARMOR_MAIL:
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case ITEM_SUBCLASS_ARMOR_PLATE:
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case ITEM_SUBCLASS_ARMOR_SHIELD:
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modType = BASE_VALUE;
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break;
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}
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}
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HandleStatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply);
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}
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// Add armor bonus from ArmorDamageModifier if > 0
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if (proto->ArmorDamageModifier > 0)
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HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), apply);
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if (proto->Block)
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HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
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