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Implement Foraging AA
Currently this SPA is only checked for AA bonuses since a non-permanent bonus doesn't make sense. Plus I'm not sure the client is aware of it in spells/gear
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+11
-2
@@ -1472,6 +1472,17 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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newbon->trap_slots += base1;
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break;
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case SE_ForageSkill:
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newbon->GrantForage += base1;
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// we need to grant a skill point here
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// I'd rather not do this here, but whatever, probably fine
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if (IsClient()) {
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auto client = CastToClient();
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if (client->GetRawSkill(EQEmu::skills::SkillType::SkillForage) == 0)
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client->SetSkill(EQEmu::skills::SkillType::SkillForage, 1);
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}
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break;
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// to do
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case SE_PetDiscipline:
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break;
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@@ -1479,8 +1490,6 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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case SE_BandolierSlots:
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break;
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case SE_ForageSkill:
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break;
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case SE_SecondaryForte:
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break;
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case SE_ExtendedShielding:
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