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Invisible/Hide mechanics when cast on
Updated mechanics to be consistent with live regarding how invisible breaks when the client is the target of a spell. Invisible will drop whenever a client is hit with a detrimental spell, regardless of if resisted, if it does damage or AOE. Hide skill now also follows the same rules as above. Implemented support for Rogue AA - Nerves of Steel which gives a chance for hide NOT to break when client is hit with an AOE spell.
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+3
-3
@@ -1382,7 +1382,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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if (damage > 0 && HasSkillProcSuccess() && other && other->GetHP() > 0)
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TrySkillProc(other, skillinuse, 0, true, Hand);
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CommonBreakInvisible();
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CommonBreakInvisibleFromCombat();
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if(GetTarget())
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TriggerDefensiveProcs(weapon, other, Hand, damage);
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@@ -1940,7 +1940,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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MeleeLifeTap(damage);
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CommonBreakInvisible();
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CommonBreakInvisibleFromCombat();
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//I doubt this works...
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if (!GetTarget())
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@@ -4487,7 +4487,7 @@ void Mob::CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes s
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CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
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}
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void Mob::CommonBreakInvisible()
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void Mob::CommonBreakInvisibleFromCombat()
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{
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//break invis when you attack
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if(invisible) {
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