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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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+4
-4
@@ -3176,7 +3176,7 @@ void Mob::TrySpellTrigger(Mob *target, uint32 spell_id)
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if(MakeRandomInt(0, trig_chance) <= spells[spell_id].base[i])
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{
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// If we trigger an effect then its over.
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SpellFinished(spells[spell_id].base2[i], target);
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SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
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break;
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}
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else
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@@ -3197,7 +3197,7 @@ void Mob::TrySpellTrigger(Mob *target, uint32 spell_id)
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{
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if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
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{
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SpellFinished(spells[spell_id].base2[i], target);
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SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
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}
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}
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}
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@@ -3213,12 +3213,12 @@ void Mob::TryApplyEffect(Mob *target, uint32 spell_id)
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for(int i = 0; i < EFFECT_COUNT; i++)
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{
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if (spells[spell_id].effectid[i] == SE_ApplyEffect)
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if (spells[spell_id].effectid[i] == SE_ApplyEffect || spells[spell_id].effectid[i] == SE_ApplyEffect2)
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{
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if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
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{
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if(target)
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SpellFinished(spells[spell_id].base2[i], target);
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SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
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}
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}
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}
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