feat(attributes/ui): display "ATK base + bonus" igual RO + ASPD único

- FZMMOAttributesSnapshot ganha 7 pares (AtkBase/AtkEquipBonus, ...) +
  Aspd único, espelhando split do server.
- ZMMOAttributeNetworkHandler::ToSnapshot mapeia campos novos do
  FZeusAttributesPayload.
- WBP_StatusWindow / RefreshFromSnapshot agora formata derivados como
  "ATK  51 + 0", "CRIT 1.3 + 0.0", "ASPD 150" (este sem split — cálculo
  não-linear no server via aspd_base × stats).

Quando InventorySystem entrar, equipar arma muda `currentWeapon` no server,
Recalculate roda, e UI mostra ATK/MATK/DEF/etc com bonus > 0 e ASPD
ajustado pela aspd_base da arma equipada. Sem código de migração — schema
do snapshot já está estabilizado.
This commit is contained in:
2026-05-23 11:47:10 -03:00
parent f585b0d2b9
commit 5418da185e
3 changed files with 57 additions and 27 deletions

View File

@@ -50,14 +50,31 @@ struct ZMMOATTRIBUTES_API FZMMOAttributesSnapshot
// === Moeda ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes") int64 Money = 0;
// === Derivados (efetivos; servidor sempre recalcula) ===
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Atk = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Matk = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Def = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Mdef = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Hit = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Flee = 0;
// === Derivados split em pares (base, equipBonus) ===
// Padrao RO: display mostra "ATK 51 + 0" (base + equip). Cliente NUNCA
// recalcula — servidor envia ambos prontos no S_ATTRIBUTE_SNAPSHOT_FULL.
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 AtkBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 AtkEquipBonus = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 MatkBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 MatkEquipBonus = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 DefBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 DefEquipBonus = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 MdefBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 MdefEquipBonus = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 HitBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 HitEquipBonus = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 FleeBase = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 FleeEquipBonus = 0;
/** Critico × 10 internamente (10 = 1.0). Divida por 10 para exibir. */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 CritX10 = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 CritBaseX10 = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 CritEquipBonusX10 = 0;
/** ASPD nao splita — calculo nao-linear via aspd_base × stats. Display direto. */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Attributes|Derived") int32 Aspd = 0;
};