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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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@@ -1452,6 +1452,11 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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newbon->TradeSkillMastery = base1;
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break;
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case SE_NoBreakAESneak:
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if (newbon->NoBreakAESneak < base1)
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newbon->NoBreakAESneak = base1;
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break;
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// to do
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case SE_PetDiscipline:
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break;
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@@ -3188,6 +3193,11 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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new_bonus->RaiseSkillCap[base2] = effect_value;
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break;
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}
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case SE_NoBreakAESneak:
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if (new_bonus->NoBreakAESneak < effect_value)
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new_bonus->NoBreakAESneak = effect_value;
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break;
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//Special custom cases for loading effects on to NPC from 'npc_spels_effects' table
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if (IsAISpellEffect) {
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