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Kayen: Implemented SE_ReduceHealing (Reduces amount of healing on target by X amount)
Kayen: Implemented SE_CastonFocusEffect (Triggers spell as part of a focus, when that focus effect is used) Kayen: Implemented SE_IncreaseHitDmgTaken (Effect is triggered when X amount of damage is taken) Kayen: More fixes for various spell triggers/procs to now properly use their resist modifier.
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@@ -1574,6 +1574,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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newbon->MeleeMitigation -= effect_value;
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break;
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case SE_IncreaseHitDmgTaken:
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newbon->MeleeMitigation += effect_value;
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break;
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case SE_CriticalHitChance:
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{
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@@ -2689,6 +2693,8 @@ uint8 Mob::IsFocusEffect(uint16 spell_id,int effect_index, bool AA,uint32 aa_eff
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return focusImprovedDamage2;
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case SE_Empathy:
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return focusAdditionalDamage;
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case SE_ReduceHeal:
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return focusReduceHeal;
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case SE_HealRate2:
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return focusHealRate;
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case SE_IncreaseSpellPower:
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@@ -3006,6 +3012,12 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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aabonuses.MeleeMitigation = effect_value;
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break;
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case SE_IncreaseHitDmgTaken:
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spellbonuses.MeleeMitigation = effect_value;
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itembonuses.MeleeMitigation = effect_value;
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aabonuses.MeleeMitigation = effect_value;
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break;
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case SE_CriticalHitChance:
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{
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for(int e = 0; e < HIGHEST_SKILL+1; e++)
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