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Fixed melee lifetap overflows - Because being healed for uint16s is not cool.
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@ -312,8 +312,8 @@ struct StatBonuses {
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int16 FlurryChance;
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int16 FlurryChance;
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int16 Accuracy[HIGHEST_SKILL+2]; //Accuracy/15 == % increase [Spell Effect: Accuracy)
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int16 Accuracy[HIGHEST_SKILL+2]; //Accuracy/15 == % increase [Spell Effect: Accuracy)
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int16 HundredHands; //extra haste, stacks with all other haste i
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int16 HundredHands; //extra haste, stacks with all other haste i
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int16 MeleeLifetap; //i
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int32 MeleeLifetap; //i
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int16 Vampirism; //i
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int32 Vampirism; //i
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int16 HealRate; // Spell effect that influences effectiveness of heals
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int16 HealRate; // Spell effect that influences effectiveness of heals
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int32 MaxHPChange; // Spell Effect
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int32 MaxHPChange; // Spell Effect
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int16 SkillDmgTaken[HIGHEST_SKILL+2]; // All Skills + -1
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int16 SkillDmgTaken[HIGHEST_SKILL+2]; // All Skills + -1
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@ -4179,7 +4179,7 @@ int16 Mob::GetSkillDmgAmt(uint16 skill)
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void Mob::MeleeLifeTap(int32 damage) {
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void Mob::MeleeLifeTap(int32 damage) {
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int16 lifetap_amt = 0;
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int32 lifetap_amt = 0;
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lifetap_amt = spellbonuses.MeleeLifetap + itembonuses.MeleeLifetap + aabonuses.MeleeLifetap
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lifetap_amt = spellbonuses.MeleeLifetap + itembonuses.MeleeLifetap + aabonuses.MeleeLifetap
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+ spellbonuses.Vampirism + itembonuses.Vampirism + aabonuses.Vampirism;
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+ spellbonuses.Vampirism + itembonuses.Vampirism + aabonuses.Vampirism;
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