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Changed SE_SingingSkill to SE_Amplificatoin
This effect will now stack with other singing spell/item mods like it does on live.
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@ -265,7 +265,7 @@ typedef enum {
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#define SE_Hunger 115 // implemented - Song of Sustenance
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#define SE_CurseCounter 116 // implemented
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#define SE_MagicWeapon 117 // implemented - makes weapon magical
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#define SE_SingingSkill 118 // *implemented - needs AA conversion
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#define SE_Amplification 118 // implemented - Harmonize/Amplification (stacks with other singing mods)
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#define SE_AttackSpeed3 119 // implemented
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#define SE_HealRate 120 // implemented - reduces healing by a %
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#define SE_ReverseDS 121 // implemented
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@ -1607,12 +1607,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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newbon->reflect_chance += effect_value;
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break;
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case SE_SingingSkill:
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{
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if(effect_value > newbon->singingMod)
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newbon->singingMod = effect_value;
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case SE_Amplification:
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newbon->Amplification += effect_value;
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break;
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}
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case SE_ChangeAggro:
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newbon->hatemod += effect_value;
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@ -3124,10 +3121,10 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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itembonuses.reflect_chance = effect_value;
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break;
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case SE_SingingSkill:
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spellbonuses.singingMod = effect_value;
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itembonuses.singingMod = effect_value;
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aabonuses.singingMod = effect_value;
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case SE_Amplification:
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spellbonuses.Amplification = effect_value;
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itembonuses.Amplification = effect_value;
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aabonuses.Amplification = effect_value;
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break;
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case SE_ChangeAggro:
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@ -1857,7 +1857,7 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const
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effectmod = itembonuses.singingMod;
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else
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effectmod = spellbonuses.singingMod;
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effectmod += aabonuses.singingMod;
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effectmod += aabonuses.singingMod + spellbonuses.Amplification;
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break;
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default:
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effectmod = 10;
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@ -231,6 +231,7 @@ struct StatBonuses {
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int effective_casting_level;
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int reflect_chance; // chance to reflect incoming spell
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uint16 singingMod;
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uint16 Amplification; // stacks with singingMod
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uint16 brassMod;
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uint16 percussionMod;
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uint16 windMod;
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@ -2631,7 +2631,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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case SE_MeleeMitigation:
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case SE_Reflect:
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case SE_Screech:
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case SE_SingingSkill:
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case SE_Amplification:
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case SE_MagicWeapon:
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case SE_Hunger:
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case SE_MagnifyVision:
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