bonus fix

This commit is contained in:
KayenEQ 2015-02-07 20:16:27 -05:00
parent 9a15361e93
commit 3392f4b1c3

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@ -3105,7 +3105,7 @@ void NPC::CalcItemBonuses(StatBonuses *newbon)
newbon->ProcChance += cur->CombatEffects;
}
if (cur->Worn.Effect>0 && (cur->Worn.Type == ET_WornEffect)) { // latent effects
ApplySpellsBonuses(cur->Worn.Effect, cur->Worn.Level, newbon, cur->Worn.Type);
ApplySpellsBonuses(cur->Worn.Effect, cur->Worn.Level, newbon, 0, cur->Worn.Type);
}
if (RuleB(Spells, NPC_UseFocusFromItems)){