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Implemented SPA 465,477,478
Implemented SE_PC_Pet_AE_Rampage 465 Chance for pet to AE rampage with a damage modifier SE_Hatelist_To_Top_Index 477 Chance to be put on top of RAMPAGE list SE_Hatelist_To_Tail_Index 478 Chance to be put on bottom of RAMPAGE list
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@@ -1438,6 +1438,13 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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}
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case SE_PC_Pet_AE_Rampage: {
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newbon->PC_Pet_AE_Rampage[0] += base1; //Chance to rampage
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if (newbon->PC_Pet_AE_Rampage[1] < base2)
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newbon->PC_Pet_AE_Rampage[1] = base2; //Damage modifer - take highest
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break;
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}
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case SE_PC_Pet_Flurry_Chance:
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newbon->PC_Pet_Flurry += base1; //Chance to Flurry
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break;
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@@ -3290,6 +3297,13 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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break;
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}
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case SE_PC_Pet_AE_Rampage: {
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new_bonus->PC_Pet_AE_Rampage[0] += effect_value; //Chance to rampage
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if (new_bonus->PC_Pet_AE_Rampage[1] < base2)
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new_bonus->PC_Pet_AE_Rampage[1] = base2; //Damage modifer - take highest
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break;
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}
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case SE_PC_Pet_Flurry_Chance:
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new_bonus->PC_Pet_Flurry += effect_value; //Chance to Flurry
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break;
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@@ -5004,6 +5018,23 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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aabonuses.Pet_Add_Atk = effect_value;
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break;
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case SE_PC_Pet_Rampage:
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spellbonuses.PC_Pet_Rampage[0] = effect_value;
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itembonuses.PC_Pet_Rampage[0] = effect_value;
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aabonuses.PC_Pet_Rampage[0] = effect_value;
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spellbonuses.PC_Pet_Rampage[1] = effect_value;
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itembonuses.PC_Pet_Rampage[1] = effect_value;
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aabonuses.PC_Pet_Rampage[1] = effect_value;
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break;
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case SE_PC_Pet_AE_Rampage:
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spellbonuses.PC_Pet_AE_Rampage[0] = effect_value;
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itembonuses.PC_Pet_AE_Rampage[0] = effect_value;
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aabonuses.PC_Pet_AE_Rampage[0] = effect_value;
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spellbonuses.PC_Pet_AE_Rampage[1] = effect_value;
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itembonuses.PC_Pet_AE_Rampage[1] = effect_value;
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aabonuses.PC_Pet_AE_Rampage[1] = effect_value;
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break;
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case SE_SkillProcSuccess:{
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for(int e = 0; e < MAX_SKILL_PROCS; e++)
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