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Coverted melee and magic runes to use bonuses.
Removed all the old rune flags now that none of them are used. Fixed issues where runes would not fade properly if damage = remaing rune amount Fixed issue where runes would stop absorbing damage if you had multiple runes.
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@@ -1242,7 +1242,6 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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#endif
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effect_value = ApplySpellEffectiveness(caster, spell_id, effect_value);
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buffs[buffslot].melee_rune = effect_value;
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SetHasRune(true);
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break;
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}
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@@ -1251,17 +1250,15 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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#ifdef SPELL_EFFECT_SPAM
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snprintf(effect_desc, _EDLEN, "Spell Absorb Rune: %+i", effect_value);
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#endif
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if(effect_value > 0) {
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buffs[buffslot].magic_rune = effect_value;
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SetHasSpellRune(true);
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}
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if(effect_value > 0)
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buffs[buffslot].magic_rune = effect_value;
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break;
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}
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case SE_MitigateMeleeDamage:
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{
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buffs[buffslot].melee_rune = GetPartialMeleeRuneAmount(spell_id);
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SetHasPartialMeleeRune(true);
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buffs[buffslot].melee_rune = spells[spell_id].max[i];
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break;
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}
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@@ -1279,8 +1276,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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case SE_MitigateSpellDamage:
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{
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buffs[buffslot].magic_rune = GetPartialMagicRuneAmount(spell_id);
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SetHasPartialSpellRune(true);
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buffs[buffslot].magic_rune = spells[spell_id].max[i];
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break;
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}
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