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Root break update
Roots will not break from damage spells if spell skill is set to 200. Live mechanic.
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@ -246,6 +246,8 @@
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#define MAX_INVISIBILTY_LEVEL 254
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#define NO_ROOT_BREAK 200
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//instrument item id's used as song components
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#define INSTRUMENT_HAND_DRUM 13000
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#define INSTRUMENT_WOODEN_FLUTE 13001
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@ -4439,8 +4439,9 @@ void Mob::CommonDamage(Mob* attacker, int64 &damage, const uint16 spell_id, cons
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if (IsValidSpell(spell_id) && !iBuffTic) {
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//see if root will break
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if (IsRooted() && !FromDamageShield) // neotoyko: only spells cancel root
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if (IsRooted() && !FromDamageShield && spells[spell_id].skill != NO_ROOT_BREAK) { // neotoyko: only spells cancel root
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TryRootFadeByDamage(buffslot, attacker);
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}
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}
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else if (!IsValidSpell(spell_id))
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{
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@ -6223,6 +6224,7 @@ bool Mob::TryRootFadeByDamage(int buffslot, Mob* attacker) {
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- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
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- Only roots on determental spells can be broken by damage.
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- Root break chance values obtained from live parses.
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- If casting skill is set to 200 then spell can not break root
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*/
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if (!attacker || !spellbonuses.Root[SBIndex::ROOT_EXISTS] || spellbonuses.Root[SBIndex::ROOT_BUFFSLOT] < 0) {
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