/// <summary> /// Returns the final bonus as an <see cref="ItemAttributes"/> instance. /// </summary> /// <returns></returns> public ItemAttributes GetBonus() { var attr = new ItemAttributes(); if (!String.IsNullOrEmpty(AttributeName)) { attr.SetAttributeByName(AttributeName, CurrentPoints * BonusPerPoint); } return attr; }
/// <inheritdoc /> public ItemAttributes GetBonus(D3Calculator calculator) { Item stuff = calculator.HeroStatsItem; var attr = new ItemAttributes(); foreach (var resist in damageResists) { foreach (var damage in damagePrefixes) { var value = stuff.GetAttributeByName(damage + resist); attr.SetAttributeByName(damage + resist, multiplier * value); } } return attr; }
public void SetValue(ItemAttributes attributes, double value) { if (Percent) { value /= 100; } if (refAttribute == null) { attributes.SetAttributeByName(targetAttribute, new ItemValueRange(value)); } else { attributes.SetAttributeByName(targetAttribute, new ItemValueRange(value) - attributes.GetAttributeByName(refAttribute)); } }
/// <summary> /// Returns a new <see cref="ItemAttributes"/> by aggregating some raw attributes of <paramref name="itemAttr"/> (for easier editing for example). /// </summary> /// <param name="itemAttr"></param> /// <returns>The <paramref name="itemAttr"/> instance.</returns> public static ItemAttributes GetSimplified(this ItemAttributes itemAttr) { var attr = new ItemAttributes(itemAttr); // Characteristics attr.armorItem = itemAttr.GetArmor().NullIfZero(); attr.armorBonusItem = null; // Weapon characterics attr.attacksPerSecondItem = itemAttr.GetRawWeaponAttackPerSecond().NullIfZero(); attr.attacksPerSecondItemPercent = null; itemAttr.CheckAndUpdateWeaponDelta(); foreach (var resist in Constants.DamageResists) { var baseWeaponDamageMin = itemAttr.GetBaseWeaponDamageMin(resist); var baseWeaponDamageDelta = itemAttr.GetBaseWeaponDamageMax(resist) - baseWeaponDamageMin; attr.SetAttributeByName("damageWeaponMin_" + resist, baseWeaponDamageMin.NullIfZero()) .SetAttributeByName("damageWeaponDelta_" + resist, baseWeaponDamageDelta.NullIfZero()) .SetAttributeByName("damageWeaponBonusMin_" + resist, null) .SetAttributeByName("damageWeaponBonusDelta_" + resist, null) .SetAttributeByName("damageWeaponBonusMinX1_" + resist, null) .SetAttributeByName("damageWeaponBonusDeltaX1_" + resist, null) .SetAttributeByName("damageWeaponBonusFlat_" + resist, null); } // Item damage bonuses foreach (var resist in Constants.DamageResists) { var rawDamageMin = itemAttr.GetRawBonusDamageMin(resist, false); var rawDamageDelta = itemAttr.GetRawBonusDamageMax(resist, false) - rawDamageMin; attr.SetAttributeByName("damageMin_" + resist, rawDamageMin.NullIfZero()) .SetAttributeByName("damageDelta_" + resist, rawDamageDelta.NullIfZero()) .SetAttributeByName("damageBonusMin_" + resist, null); } return attr; }
/// <summary> /// /// </summary> /// <param name="itemAttributes"></param> /// <param name="heroClass"></param> /// <remarks>No more damage malus applied on followers since Reaper of Souls.</remarks> private void ApplyFollowersBonusMalusOnItemAttributes(ItemAttributes itemAttributes, HeroClass heroClass) { itemAttributes.dexterityItem *= 2.5; itemAttributes.intelligenceItem *= 2.5; itemAttributes.strengthItem *= 2.5; itemAttributes.vitalityItem *= 2.5; foreach (var resist in DamageResists) { foreach (var damage in DamagePrefixes) { var value = itemAttributes.GetAttributeByName(damage + resist); itemAttributes.SetAttributeByName(damage + resist, value); } } }