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conversion of int to float explicitly
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@ -711,7 +711,7 @@ bool Client::CheckFizzle(uint16 spell_id)
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// > 0 --> skill is lower, higher chance of fizzle
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// < 0 --> skill is better, lower chance of fizzle
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// the max that diff can be is +- 235
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float diff = par_skill + spells[spell_id].basediff - act_skill;
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float diff = (float)(par_skill + spells[spell_id].basediff - act_skill);
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// if you have high int/wis you fizzle less, you fizzle more if you are stupid
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if(GetClass() == BARD)
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@ -4428,7 +4428,7 @@ float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use
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return 100;
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}
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return partial_modifier;
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return (float)partial_modifier;
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}
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}
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}
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@ -4507,7 +4507,7 @@ float Mob::GetAOERange(uint16 spell_id) {
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if(IsBardSong(spell_id) && IsBeneficialSpell(spell_id)) {
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//Live AA - Extended Notes, SionachiesCrescendo
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float song_bonus = aabonuses.SongRange + spellbonuses.SongRange + itembonuses.SongRange;
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float song_bonus = (float)(aabonuses.SongRange + spellbonuses.SongRange + itembonuses.SongRange);
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range += range*song_bonus /100.0f;
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}
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