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Fix the math so berserkers aren't left out in spell related checks.
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+4
-4
@@ -112,7 +112,7 @@ int32 Mob::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {
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value -= GetFocusEffect(focusFcDamageAmt, spell_id);
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value -= GetFocusEffect(focusFcDamageAmt2, spell_id);
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if(!spells[spell_id].no_heal_damage_item_mod && itembonuses.SpellDmg && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5)
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if(!spells[spell_id].no_heal_damage_item_mod && itembonuses.SpellDmg && spells[spell_id].classes[(GetClass()%17) - 1] >= GetLevel() - 5)
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value -= GetExtraSpellAmt(spell_id, itembonuses.SpellDmg, value)*ratio/100;
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else if (IsNPC() && CastToNPC()->GetSpellScale())
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@@ -145,7 +145,7 @@ int32 Mob::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {
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value -= GetFocusEffect(focusFcDamageAmt, spell_id);
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value -= GetFocusEffect(focusFcDamageAmt2, spell_id);
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if(!spells[spell_id].no_heal_damage_item_mod && itembonuses.SpellDmg && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5)
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if(!spells[spell_id].no_heal_damage_item_mod && itembonuses.SpellDmg && spells[spell_id].classes[(GetClass()%17) - 1] >= GetLevel() - 5)
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value -= GetExtraSpellAmt(spell_id, itembonuses.SpellDmg, value);
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if (IsNPC() && CastToNPC()->GetSpellScale())
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@@ -290,7 +290,7 @@ int32 Mob::GetActSpellHealing(uint16 spell_id, int32 value, Mob* target) {
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value += GetFocusEffect(focusFcHealAmt, spell_id);
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value += target->GetFocusIncoming(focusFcHealAmtIncoming, SE_FcHealAmtIncoming, this, spell_id);
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if(!spells[spell_id].no_heal_damage_item_mod && itembonuses.HealAmt && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5)
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if(!spells[spell_id].no_heal_damage_item_mod && itembonuses.HealAmt && spells[spell_id].classes[(GetClass()%17) - 1] >= GetLevel() - 5)
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value += GetExtraSpellAmt(spell_id, itembonuses.HealAmt, value) * modifier;
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value += value*target->GetHealRate(spell_id, this)/100;
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@@ -339,7 +339,7 @@ int32 Client::GetActSpellCost(uint16 spell_id, int32 cost)
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cost *= 2;
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// Formula = Unknown exact, based off a random percent chance up to mana cost(after focuses) of the cast spell
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if(itembonuses.Clairvoyance && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5)
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if(itembonuses.Clairvoyance && spells[spell_id].classes[(GetClass()%17) - 1] >= GetLevel() - 5)
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{
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int16 mana_back = itembonuses.Clairvoyance * zone->random.Int(1, 100) / 100;
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// Doesnt generate mana, so best case is a free spell
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