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Implement bard song instrument mod caps
The maximum bard songs can be effected by instrument mods is 3.6. This is set by the rule Character:BaseInstrumentSoftCap which defaults to 36 Also fix Echo of Taelosia and Ayonae's Tutelage to increase the mod cap.
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+11
-3
@@ -1796,6 +1796,7 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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return(10);
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uint16 effectmod = 10;
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int effectmodcap = RuleI(Character, BaseInstrumentSoftCap);
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//this should never use spell modifiers...
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//if a spell grants better modifers, they are copied into the item mods
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@@ -1856,6 +1857,7 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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break;
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}
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// TODO: These shouldn't be hardcoded.
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if(spells[spell_id].skill == SkillSinging)
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{
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effectmod += 2*GetAA(aaSingingMastery);
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@@ -1866,14 +1868,20 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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effectmod += 2*GetAA(aaInstrumentMastery);
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effectmod += 2*GetAA(aaImprovedInstrumentMastery);
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}
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effectmod += 2*GetAA(aaAyonaesTutelage); //singing & instruments
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effectmod += 2*GetAA(aaEchoofTaelosia); //singing & instruments
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// TODO: These shouldn't be hardcoded.
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effectmodcap += GetAA(aaAyonaesTutelage);
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effectmodcap += GetAA(aaEchoofTaelosia);
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if(effectmod < 10)
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effectmod = 10;
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_log(SPELLS__BARDS, "%s::GetInstrumentMod() spell=%d mod=%d\n", GetName(), spell_id, effectmod);
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if (effectmod > effectmodcap)
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effectmod = effectmodcap;
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_log(SPELLS__BARDS, "%s::GetInstrumentMod() spell=%d mod=%d modcap=%d\n",
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GetName(), spell_id, effectmod, effectmodcap);
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return(effectmod);
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}
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