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Fix for ammo weapon damage not calculating when launching projectiles with rule enabled.
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@ -904,7 +904,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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WDmg = weapon_damage;
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WDmg = weapon_damage;
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if (LaunchProjectile){//1: Shoot the Projectile once we calculate weapon damage.
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if (LaunchProjectile){//1: Shoot the Projectile once we calculate weapon damage.
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TryProjectileAttack(other, AmmoItem, SkillArchery, WDmg, RangeWeapon, Ammo, AmmoSlot, speed);
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TryProjectileAttack(other, AmmoItem, SkillArchery, (WDmg + ADmg), RangeWeapon, Ammo, AmmoSlot, speed);
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return;
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return;
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}
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}
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@ -926,7 +926,10 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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MaxDmg += MaxDmg*bonusArcheryDamageModifier / 100;
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MaxDmg += MaxDmg*bonusArcheryDamageModifier / 100;
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Log.Out(Logs::Detail, Logs::Combat, "Bow DMG %d, Arrow DMG %d, Max Damage %d.", WDmg, ADmg, MaxDmg);
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if (RuleB(Combat, ProjectileDmgOnImpact))
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Log.Out(Logs::Detail, Logs::Combat, "Bow and Arrow DMG %d, Max Damage %d.", WDmg, MaxDmg);
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else
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Log.Out(Logs::Detail, Logs::Combat, "Bow DMG %d, Arrow DMG %d, Max Damage %d.", WDmg, ADmg, MaxDmg);
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bool dobonus = false;
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bool dobonus = false;
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if(GetClass() == RANGER && GetLevel() > 50){
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if(GetClass() == RANGER && GetLevel() > 50){
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