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Spell Effect additions
Minor fixes
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+18
-9
@@ -3228,11 +3228,20 @@ void Mob::TryApplyEffect(Mob *target, uint32 spell_id)
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void Mob::TryTriggerOnValueAmount(bool IsHP, bool IsMana, bool IsEndur, bool IsPet)
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{
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/*
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At present time there is no obvious difference between ReqTarget and ReqCaster
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ReqTarget is typically used in spells cast on a target where the trigger occurs on that target.
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ReqCaster is typically self only spells where the triggers on self.
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Regardless both trigger on the owner of the buff.
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*/
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/*
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Base2 Range: 1004 = Below < 80% HP
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Base2 Range: 500-520 = Below (base2 - 500)*5 HP
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Base2 Range: 521 = Below (?) Mana UKNOWN - Will assume its 20% unless proven otherwise
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Base2 Range: 522 = Below (40%) Endurance
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Base2 Range: 523 = Below (40%) Mana
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Base2 Range: 220-? = Number of pets on hatelist to trigger (base2 - 220) (Set at 30 pets max for now)
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38311 = < 10% mana;
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*/
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if (!spellbonuses.TriggerOnValueAmount)
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@@ -3250,21 +3259,25 @@ void Mob::TryTriggerOnValueAmount(bool IsHP, bool IsMana, bool IsEndur, bool IsP
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for(int i = 0; i < EFFECT_COUNT; i++){
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if (spells[spell_id].effectid[i] == SE_TriggerOnValueAmount){
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if ((spells[spell_id].effectid[i] == SE_TriggerOnReqTarget) || (spells[spell_id].effectid[i] == SE_TriggerOnReqCaster)) {
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int base2 = spells[spell_id].base2[i];
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bool use_spell = false;
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if (IsHP){
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if ((base2 >= 500 && base2 <= 520) && GetHPRatio() < (base2 - 500)*5){
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if ((base2 >= 500 && base2 <= 520) && GetHPRatio() < (base2 - 500)*5)
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use_spell = true;
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else if (base2 = 1004 && GetHPRatio() < 80)
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use_spell = true;
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}
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}
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else if (IsMana){
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if ( (base2 = 521 && GetManaRatio() < 20) || (base2 = 523 && GetManaRatio() < 40)) {
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if ( (base2 = 521 && GetManaRatio() < 20) || (base2 = 523 && GetManaRatio() < 40))
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use_spell = true;
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else if (base2 = 38311 && GetManaRatio() < 10)
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use_spell = true;
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}
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}
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else if (IsEndur){
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@@ -3283,10 +3296,6 @@ void Mob::TryTriggerOnValueAmount(bool IsHP, bool IsMana, bool IsEndur, bool IsP
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if (use_spell){
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SpellFinished(spells[spell_id].base[i], this, 10, 0, -1, spells[spell_id].ResistDiff);
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/*Note, spell data shows numhits values of 0 or 1, however many descriptions of these spells indicate they should
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be fading when consumed even with numhits of 0 (It makes sense they should fade...).
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Unless proven otherwise, they should fade when triggered. */
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if(!TryFadeEffect(e))
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BuffFadeBySlot(e);
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}
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