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Implemented SE_StrikeThough (Was incorrectly defined as implemented previously) - Works same as item bonus.
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@ -343,7 +343,7 @@ typedef enum {
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#define SE_SkillAttack 193 // implemented
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#define SE_FadingMemories 194 // implemented
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#define SE_StunResist 195 // implemented
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#define SE_Strikethrough 196 // implemented
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#define SE_StrikeThrough 196 // implemented
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#define SE_SkillDamageTaken 197 // implemented
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#define SE_CurrentEnduranceOnce 198 // implemented
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#define SE_Taunt 199 // implemented - % chance to taunt the target
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@ -953,6 +953,8 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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case SE_BlockBehind:
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newbon->BlockBehind += base1;
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break;
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case SE_StrikeThrough:
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case SE_StrikeThrough2:
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newbon->StrikeThrough += base1;
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break;
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@ -2469,6 +2471,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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newbon->SecondaryDmgInc = true;
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break;
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case SE_StrikeThrough:
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case SE_StrikeThrough2:
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newbon->StrikeThrough += effect_value;
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break;
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@ -3909,6 +3912,12 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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itembonuses.SecondaryDmgInc = false;
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break;
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case SE_StrikeThrough:
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spellbonuses.StrikeThrough = effect_value;
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aabonuses.StrikeThrough = effect_value;
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itembonuses.StrikeThrough = effect_value;
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break;
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case SE_StrikeThrough2:
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spellbonuses.StrikeThrough = effect_value;
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aabonuses.StrikeThrough = effect_value;
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