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Implemented 467,468
Implemented SE_DS_Mitigation_Amount 467 SE_DS_Mitigation_Percentage 468 Reduce incoming DS by amt or percentage. base1 is value, if a reduction is desired it should be set to negative for both.
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@@ -978,6 +978,9 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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case SE_FrontalBackstabChance:
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newbon->FrontalBackstabChance += base1;
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break;
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case SE_Double_Backstab_Front:
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newbon->Double_Backstab_Front += base1;
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break;
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case SE_BlockBehind:
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newbon->BlockBehind += base1;
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break;
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@@ -1535,6 +1538,14 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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}
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case SE_DS_Mitigation_Amount:
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newbon->DS_Mitigation_Amount += base1;
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break;
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case SE_DS_Mitigation_Percentage:
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newbon->DS_Mitigation_Percentage += base1;
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break;
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// to do
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case SE_PetDiscipline:
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@@ -2833,6 +2844,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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new_bonus->FrontalBackstabChance += effect_value;
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break;
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case SE_Double_Backstab_Front:
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new_bonus->Double_Backstab_Front += effect_value;
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break;
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case SE_ConsumeProjectile:
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new_bonus->ConsumeProjectile += effect_value;
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break;
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@@ -3363,6 +3378,14 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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break;
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}
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case SE_DS_Mitigation_Amount:
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new_bonus->DS_Mitigation_Amount += effect_value;
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break;
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case SE_DS_Mitigation_Percentage:
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new_bonus->DS_Mitigation_Percentage += effect_value;
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break;
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//Special custom cases for loading effects on to NPC from 'npc_spels_effects' table
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@@ -4557,6 +4580,12 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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itembonuses.FrontalBackstabChance = effect_value;
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break;
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case SE_Double_Backstab_Front:
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spellbonuses.Double_Backstab_Front = effect_value;
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aabonuses.Double_Backstab_Front = effect_value;
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itembonuses.Double_Backstab_Front = effect_value;
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break;
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case SE_ConsumeProjectile:
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spellbonuses.ConsumeProjectile = effect_value;
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aabonuses.ConsumeProjectile = effect_value;
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@@ -4918,6 +4947,37 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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aabonuses.AC_Avoidance_Max_Percent = effect_value;
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break;
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case SE_Melee_Damage_Position_Mod:
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spellbonuses.Melee_Damage_Position_Mod[0] = effect_value;
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aabonuses.Melee_Damage_Position_Mod[0] = effect_value;
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itembonuses.Melee_Damage_Position_Mod[0] = effect_value;
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spellbonuses.Melee_Damage_Position_Mod[1] = effect_value;
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aabonuses.Melee_Damage_Position_Mod[1] = effect_value;
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itembonuses.Melee_Damage_Position_Mod[1] = effect_value;
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break;
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case SE_Damage_Taken_Position_Mod:
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spellbonuses.Damage_Taken_Position_Mod[0] = effect_value;
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aabonuses.Damage_Taken_Position_Mod[0] = effect_value;
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itembonuses.Damage_Taken_Position_Mod[0] = effect_value;
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spellbonuses.Damage_Taken_Position_Mod[1] = effect_value;
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aabonuses.Damage_Taken_Position_Mod[1] = effect_value;
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itembonuses.Damage_Taken_Position_Mod[1] = effect_value;
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break;
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case SE_DS_Mitigation_Amount:
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spellbonuses.DS_Mitigation_Amount = effect_value;
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itembonuses.DS_Mitigation_Amount = effect_value;
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aabonuses.DS_Mitigation_Amount = effect_value;
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break;
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case SE_DS_Mitigation_Percentage:
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spellbonuses.DS_Mitigation_Percentage = effect_value;
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itembonuses.DS_Mitigation_Percentage = effect_value;
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aabonuses.DS_Mitigation_Percentage = effect_value;
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break;
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case SE_SkillProcSuccess:{
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for(int e = 0; e < MAX_SKILL_PROCS; e++)
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{
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