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Fix last commit ....
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@ -3,6 +3,7 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50)
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== 11/13/2013 ==
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demonstar55: Implemented bard song effect cap. You can set the base cap with the rule Character:BaseInstrumentSoftCap, defaults to 36 or "3.6" as it is sometimes referred to.
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demonstar55: Fix Echo of Taelosia and Ayonae's Tutelage to increase the mod cap instead of further improving the instrument mod
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demonstar55: Implemented Singing/Instrument Mastery as an AA bonus.
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== 11/11/2013 ==
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demonstar55: Changed the way walk speed is calculated to allow mobs to have their walk speed equal a 100% movement reduction
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@ -404,7 +404,7 @@ typedef enum {
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#define SE_PetDiscipline 257 // not implemented as bonus - /pet hold
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#define SE_TripleBackstab 258 // implemented[AA] - chance to perform a triple backstab
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#define SE_CombatStability 259 // implemented[AA] - damage mitigation
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#define SE_AddSingingMod 260 // *not implemented
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#define SE_AddSingingMod 260 // implemented[AA] - Instrument/Singing Mastery, base1 is the mod, base2 is the ItemType
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//#define SE_Unknown261 261 // not used
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#define SE_RaiseStatCap 262 // implemented
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#define SE_TradeSkillMastery 263 // implemented - lets you raise more than one tradeskill above master.
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@ -874,6 +874,26 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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case SE_CombatStability:
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newbon->CombatStability += base1;
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break;
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case SE_AddSingingMod:
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switch (base2)
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{
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case ItemTypeWindInstrument:
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newbon->windMod += base1;
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break;
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case ItemTypeStringedInstrument:
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newbon->stringedMod += base1;
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break;
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case ItemTypeBrassInstrument:
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newbon->brassMod += base1;
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break;
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case ItemTypePercussionInstrument:
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newbon->percussionMod += base1;
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break;
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case ItemTypeSinging:
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newbon->singingMod += base1;
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break;
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}
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break;
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case SE_PetCriticalHit:
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newbon->PetCriticalHit += base1;
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break;
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@ -2231,6 +2251,27 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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newbon->CombatStability += effect_value;
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break;
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case SE_AddSingingMod:
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switch (spells[spell_id].base2[i])
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{
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case ItemTypeWindInstrument:
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newbon->windMod += effect_value;
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break;
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case ItemTypeStringedInstrument:
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newbon->stringedMod += effect_value;
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break;
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case ItemTypeBrassInstrument:
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newbon->brassMod += effect_value;
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break;
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case ItemTypePercussionInstrument:
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newbon->percussionMod += effect_value;
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break;
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case ItemTypeSinging:
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newbon->singingMod += effect_value;
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break;
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}
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break;
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case SE_PetAvoidance:
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newbon->PetAvoidance += effect_value;
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break;
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@ -1813,6 +1813,7 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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effectmod = itembonuses.percussionMod;
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else
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effectmod = spellbonuses.percussionMod;
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effectmod += aabonuses.percussionMod;
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break;
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case SkillStringedInstruments:
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if(itembonuses.stringedMod == 0 && spellbonuses.stringedMod == 0)
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@ -1823,6 +1824,7 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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effectmod = itembonuses.stringedMod;
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else
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effectmod = spellbonuses.stringedMod;
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effectmod += aabonuses.stringedMod;
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break;
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case SkillWindInstruments:
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if(itembonuses.windMod == 0 && spellbonuses.windMod == 0)
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@ -1833,6 +1835,7 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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effectmod = itembonuses.windMod;
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else
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effectmod = spellbonuses.windMod;
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effectmod += aabonuses.windMod;
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break;
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case SkillBrassInstruments:
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if(itembonuses.brassMod == 0 && spellbonuses.brassMod == 0)
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@ -1843,6 +1846,7 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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effectmod = itembonuses.brassMod;
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else
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effectmod = spellbonuses.brassMod;
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effectmod += aabonuses.brassMod;
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break;
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case SkillSinging:
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if(itembonuses.singingMod == 0 && spellbonuses.singingMod == 0)
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@ -1851,24 +1855,13 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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effectmod = itembonuses.singingMod;
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else
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effectmod = spellbonuses.singingMod;
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effectmod += aabonuses.singingMod;
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break;
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default:
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effectmod = 10;
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break;
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}
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// TODO: These shouldn't be hardcoded.
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if(spells[spell_id].skill == SkillSinging)
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{
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effectmod += 2*GetAA(aaSingingMastery);
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effectmod += 2*GetAA(aaImprovedSingingMastery);
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}
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else
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{
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effectmod += 2*GetAA(aaInstrumentMastery);
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effectmod += 2*GetAA(aaImprovedInstrumentMastery);
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}
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// TODO: These shouldn't be hardcoded.
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effectmodcap += GetAA(aaAyonaesTutelage);
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effectmodcap += GetAA(aaEchoofTaelosia);
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@ -2733,6 +2733,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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case SE_ImprovedBindWound:
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case SE_MaxBindWound:
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case SE_CombatStability:
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case SE_AddSingingMod:
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case SE_PetAvoidance:
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case SE_GiveDoubleRiposte:
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case SE_Ambidexterity:
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