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Changed SE_LimitMaxMana to SE_MeleeVulnerability - Weakness/Mitigation verse melee damage
(Despite lives SPA lable as the former it clearly is not what the effect does from all spell examples)
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+6
-1
@@ -3419,6 +3419,8 @@ int16 Mob::GetSkillDmgTaken(const SkillUseTypes skill_used)
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{
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int skilldmg_mod = 0;
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int16 MeleeVuln = spellbonuses.MeleeVulnerability + itembonuses.MeleeVulnerability + aabonuses.MeleeVulnerability;
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// All skill dmg mod + Skill specific
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skilldmg_mod += itembonuses.SkillDmgTaken[HIGHEST_SKILL+1] + spellbonuses.SkillDmgTaken[HIGHEST_SKILL+1] +
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itembonuses.SkillDmgTaken[skill_used] + spellbonuses.SkillDmgTaken[skill_used];
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@@ -3427,6 +3429,8 @@ int16 Mob::GetSkillDmgTaken(const SkillUseTypes skill_used)
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if ((SkillDmgTaken_Mod[skill_used]) || (SkillDmgTaken_Mod[HIGHEST_SKILL+1]))
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skilldmg_mod += SkillDmgTaken_Mod[skill_used] + SkillDmgTaken_Mod[HIGHEST_SKILL+1];
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skilldmg_mod += MeleeVuln;
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if(skilldmg_mod < -100)
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skilldmg_mod = -100;
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@@ -3452,7 +3456,8 @@ bool Mob::TryFadeEffect(int slot)
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{
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for(int i = 0; i < EFFECT_COUNT; i++)
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{
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if (spells[buffs[slot].spellid].effectid[i] == SE_CastOnFadeEffectAlways || spells[buffs[slot].spellid].effectid[i] == SE_CastOnRuneFadeEffect)
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if (spells[buffs[slot].spellid].effectid[i] == SE_CastOnFadeEffectAlways ||
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spells[buffs[slot].spellid].effectid[i] == SE_CastOnRuneFadeEffect)
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{
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uint16 spell_id = spells[buffs[slot].spellid].base[i];
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BuffFadeBySlot(slot);
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