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Minor fix to numhits update
New spell effect
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+8
-5
@@ -199,6 +199,14 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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if(IsClient() && other->IsClient())
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pvpmode = true;
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CheckNumHitsRemaining(1);
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if (attacker)
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attacker->CheckNumHitsRemaining(2);
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if (chance_mod >= 10000)
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return true;
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float bonus;
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////////////////////////////////////////////////////////
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@@ -324,12 +332,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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else if(chancetohit < 5) {
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chancetohit = 5;
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}
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CheckNumHitsRemaining(1);
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if (attacker)
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attacker->CheckNumHitsRemaining(2);
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//I dont know the best way to handle a garunteed hit discipline being used
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//agains a garunteed riposte (for example) discipline... for now, garunteed hit wins
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@@ -2933,6 +2933,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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case SE_LimitRace:
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case SE_FcLimitUse:
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case SE_FcMute:
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case SE_FfLimitUseType:
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{
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break;
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}
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@@ -4167,6 +4168,11 @@ int16 Client::CalcAAFocus(focusType type, uint32 aa_ID, uint16 spell_id)
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LimitFound = true;
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break;
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case SE_FfLimitUseType:
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if (base1 != spell.numhitstype)
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LimitFound = true;
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break;
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//Handle Focus Effects
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case SE_ImprovedDamage:
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if (type == focusImprovedDamage && base1 > value)
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@@ -4633,6 +4639,11 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
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return 0;
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break;
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case SE_FfLimitUseType:
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if (focus_spell.base[i] != spell.numhitstype)
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return 0;
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break;
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case SE_CastonFocusEffect:
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if (focus_spell.base[i] > 0)
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Caston_spell_id = focus_spell.base[i];
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