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Fix the math so berserkers aren't left out in spell related checks.
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@@ -4227,7 +4227,7 @@ int16 Client::CalcAAFocus(focusType type, const AA::Rank &rank, uint16 spell_id)
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break;
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case SE_LimitMaxLevel:
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spell_level = spell.classes[(GetClass() % 16) - 1];
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spell_level = spell.classes[(GetClass() % 17) - 1];
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lvldiff = spell_level - base1;
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// every level over cap reduces the effect by base2 percent unless from a clicky when
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// ItemCastsUseFocus is true
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@@ -4243,7 +4243,7 @@ int16 Client::CalcAAFocus(focusType type, const AA::Rank &rank, uint16 spell_id)
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break;
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case SE_LimitMinLevel:
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if ((spell.classes[(GetClass() % 16) - 1]) < base1)
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if ((spell.classes[(GetClass() % 17) - 1]) < base1)
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LimitFailure = true;
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break;
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@@ -4661,7 +4661,7 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
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case SE_LimitMaxLevel:
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if (IsNPC())
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break;
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spell_level = spell.classes[(GetClass() % 16) - 1];
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spell_level = spell.classes[(GetClass() % 17) - 1];
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lvldiff = spell_level - focus_spell.base[i];
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// every level over cap reduces the effect by focus_spell.base2[i] percent unless from a clicky
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// when ItemCastsUseFocus is true
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@@ -4679,7 +4679,7 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
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case SE_LimitMinLevel:
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if (IsNPC())
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break;
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if (spell.classes[(GetClass() % 16) - 1] < focus_spell.base[i])
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if (spell.classes[(GetClass() % 17) - 1] < focus_spell.base[i])
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return (0);
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break;
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