mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-16 22:58:34 +00:00
Revert custom changes that came with my code load
This commit is contained in:
+67
-125
@@ -335,8 +335,8 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAu
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}
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//FatherNitwit: New style haste, shields, and regens
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if((int32)item->Haste > 0) {
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newbon->haste += item->Haste;
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if(newbon->haste < (int32)item->Haste) {
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newbon->haste = item->Haste;
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}
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if(item->Regen > 0)
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newbon->HPRegen += item->Regen;
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@@ -390,10 +390,10 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAu
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newbon->HitChance += item->Accuracy;
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}
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if(item->CombatEffects > 0) {
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if((newbon->MeleeDamage + item->CombatEffects) > RuleI(Character, ItemCombatEffectsCap))
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newbon->MeleeDamage = RuleI(Character, ItemCombatEffectsCap);
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if((newbon->ProcChance + item->CombatEffects) > RuleI(Character, ItemCombatEffectsCap))
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newbon->ProcChance = RuleI(Character, ItemCombatEffectsCap);
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else
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newbon->MeleeDamage += item->CombatEffects;
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newbon->ProcChance += item->CombatEffects;
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}
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if(item->DotShielding > 0) {
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if((newbon->DoTShielding + item->DotShielding) > RuleI(Character, ItemDoTShieldingCap))
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@@ -428,7 +428,7 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAu
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newbon->DSMitigation += item->DSMitigation;
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}
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if (item->Worn.Effect > 0 && item->Worn.Type == ET_WornEffect) {// latent effects
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ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
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ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
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}
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if (item->Focus.Effect>0 && (item->Focus.Type == ET_Focus)) { // focus effects
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@@ -559,7 +559,7 @@ void Client::AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool
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/*
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Powerful Non-live like option allows developers to add worn effects on items that
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can stack with other worn effects of the same spell effect type, instead of only taking the highest value.
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Ie Cleave I = 40 pct cleave - So if you equip 3 cleave I items you will have a 120 pct cleave bonus.
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Ie Cleave I = 40 pct cleave - So if you equip 3 cleave I items you will have a 120 pct cleave bonus.
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To enable use RuleI(Spells, AdditiveBonusWornType)
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Setting value = 2 Will force all live items to automatically be calculated additivily
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Setting value to anything else will indicate the item 'worntype' that if set to the same, will cause the bonuses to use this calculation
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@@ -579,7 +579,7 @@ void Client::AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool
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if(GetLevel() < item->ReqLevel)
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return;
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if (item->Worn.Effect > 0 && item->Worn.Type == RuleI(Spells, AdditiveBonusWornType))
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ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);// Non-live like - Addititive latent effects
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@@ -691,7 +691,7 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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continue;
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Log.Out(Logs::Detail, Logs::AA, "Applying Effect %d from AA %u in slot %d (base1: %d, base2: %d) on %s", effect, aaid, slot, base1, base2, this->GetCleanName());
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uint8 focus = IsFocusEffect(0, 0, true,effect);
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if (focus)
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{
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@@ -1007,7 +1007,7 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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case SE_BlockBehind:
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newbon->BlockBehind += base1;
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break;
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case SE_StrikeThrough:
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case SE_StrikeThrough2:
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newbon->StrikeThrough += base1;
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@@ -1313,7 +1313,7 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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case SE_Vampirism:
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newbon->Vampirism += base1;
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break;
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break;
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case SE_FrenziedDevastation:
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newbon->FrenziedDevastation += base2;
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@@ -1416,7 +1416,7 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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}
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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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if(newbon->SkillProcSuccess[e] && newbon->SkillProcSuccess[e] == aaid)
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@@ -1449,7 +1449,7 @@ void Mob::CalcSpellBonuses(StatBonuses* newbon)
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int buff_count = GetMaxTotalSlots();
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for(i = 0; i < buff_count; i++) {
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if(buffs[i].spellid != SPELL_UNKNOWN){
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ApplySpellsBonuses(buffs[i].spellid, buffs[i].casterlevel, newbon, buffs[i].casterid, 0, buffs[i].ticsremaining,i);
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ApplySpellsBonuses(buffs[i].spellid, buffs[i].casterlevel, newbon, buffs[i].casterid, 0, buffs[i].ticsremaining, i, buffs[i].instrument_mod);
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if (buffs[i].numhits > 0)
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Numhits(true);
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@@ -1472,8 +1472,9 @@ void Mob::CalcSpellBonuses(StatBonuses* newbon)
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if (GetClass() == BARD) newbon->ManaRegen = 0; // Bards do not get mana regen from spells.
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}
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void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* new_bonus, uint16 casterId, uint8 WornType, uint32 ticsremaining, int buffslot,
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bool IsAISpellEffect, uint16 effect_id, int32 se_base, int32 se_limit, int32 se_max)
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void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *new_bonus, uint16 casterId,
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uint8 WornType, int32 ticsremaining, int buffslot, int instrument_mod,
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bool IsAISpellEffect, uint16 effect_id, int32 se_base, int32 se_limit, int32 se_max)
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{
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int i, effect_value, base2, max, effectid;
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bool AdditiveWornBonus = false;
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@@ -1509,9 +1510,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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if (WornType && (RuleI(Spells, AdditiveBonusWornType) == WornType))
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AdditiveWornBonus = true;
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effectid = spells[spell_id].effectid[i];
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effect_value = CalcSpellEffectValue(spell_id, i, casterlevel, caster, ticsremaining);
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effect_value = CalcSpellEffectValue(spell_id, i, casterlevel, instrument_mod, caster, ticsremaining);
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base2 = spells[spell_id].base2[i];
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max = spells[spell_id].max[i];
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}
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@@ -1560,100 +1561,49 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_AttackSpeed:
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{
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if (AdditiveWornBonus) {
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if ((effect_value - 100) > 0) { // Haste
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if (new_bonus->haste < 0) break; // Slowed - Don't apply haste
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if ((effect_value - 100) > new_bonus->haste) {
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new_bonus->haste += effect_value - 100;
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}
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}
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else if ((effect_value - 100) < 0) { // Slow
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int real_slow_value = (100 - effect_value) * -1;
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real_slow_value -= ((real_slow_value * GetSlowMitigation()/100));
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if (real_slow_value < new_bonus->haste)
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new_bonus->haste += real_slow_value;
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if ((effect_value - 100) > 0) { // Haste
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if (new_bonus->haste < 0) break; // Slowed - Don't apply haste
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if ((effect_value - 100) > new_bonus->haste) {
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new_bonus->haste = effect_value - 100;
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}
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}
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else
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{
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if ((effect_value - 100) > 0) { // Haste
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if (new_bonus->haste < 0) break; // Slowed - Don't apply haste
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if ((effect_value - 100) > new_bonus->haste) {
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new_bonus->haste = effect_value - 100;
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}
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}
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else if ((effect_value - 100) < 0) { // Slow
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int real_slow_value = (100 - effect_value) * -1;
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real_slow_value -= ((real_slow_value * GetSlowMitigation()/100));
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if (real_slow_value < new_bonus->haste)
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new_bonus->haste = real_slow_value;
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}
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else if ((effect_value - 100) < 0) { // Slow
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int real_slow_value = (100 - effect_value) * -1;
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real_slow_value -= ((real_slow_value * GetSlowMitigation()/100));
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if (real_slow_value < new_bonus->haste)
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new_bonus->haste = real_slow_value;
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}
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break;
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}
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case SE_AttackSpeed2:
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{
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if (AdditiveWornBonus) {
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if ((effect_value - 100) > 0) { // Haste
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if (new_bonus->hastetype2 < 0) break; // Slowed - Don't apply haste
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if ((effect_value - 100) > new_bonus->hastetype2) {
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new_bonus->hastetype2 += effect_value - 100;
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}
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}
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else if ((effect_value - 100) < 0) { // Slow
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int real_slow_value = (100 - effect_value) * -1;
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real_slow_value -= ((real_slow_value * GetSlowMitigation()/100));
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if (real_slow_value < new_bonus->hastetype2)
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new_bonus->hastetype2 += real_slow_value;
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{
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if ((effect_value - 100) > 0) { // Haste V2 - Stacks with V1 but does not Overcap
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if (new_bonus->hastetype2 < 0) break; //Slowed - Don't apply haste2
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if ((effect_value - 100) > new_bonus->hastetype2) {
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new_bonus->hastetype2 = effect_value - 100;
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}
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}
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else
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{
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if ((effect_value - 100) > 0) { // Haste
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if (new_bonus->hastetype2 < 0) break; // Slowed - Don't apply haste
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if ((effect_value - 100) > new_bonus->hastetype2) {
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new_bonus->hastetype2 = effect_value - 100;
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}
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}
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else if ((effect_value - 100) < 0) { // Slow
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int real_slow_value = (100 - effect_value) * -1;
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real_slow_value -= ((real_slow_value * GetSlowMitigation()/100));
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if (real_slow_value < new_bonus->hastetype2)
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new_bonus->hastetype2 = real_slow_value;
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}
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else if ((effect_value - 100) < 0) { // Slow
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int real_slow_value = (100 - effect_value) * -1;
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real_slow_value -= ((real_slow_value * GetSlowMitigation()/100));
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if (real_slow_value < new_bonus->hastetype2)
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new_bonus->hastetype2 = real_slow_value;
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}
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break;
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}
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case SE_AttackSpeed3:
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{
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if (AdditiveWornBonus) {
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if (effect_value < 0){ //Slow
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effect_value -= ((effect_value * GetSlowMitigation()/100));
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if (effect_value < new_bonus->hastetype3)
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new_bonus->hastetype3 += effect_value;
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}
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else if (effect_value > 0) { // Haste V3 - Stacks and Overcaps
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if (effect_value > new_bonus->hastetype3) {
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new_bonus->hastetype3 += effect_value;
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}
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}
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if (effect_value < 0){ //Slow
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effect_value -= ((effect_value * GetSlowMitigation()/100));
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if (effect_value < new_bonus->hastetype3)
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new_bonus->hastetype3 = effect_value;
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}
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else
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{
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if (effect_value < 0){ //Slow
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effect_value -= ((effect_value * GetSlowMitigation()/100));
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if (effect_value < new_bonus->hastetype3)
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new_bonus->hastetype3 = effect_value;
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}
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else if (effect_value > 0) { // Haste V3 - Stacks and Overcaps
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if (effect_value > new_bonus->hastetype3) {
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new_bonus->hastetype3 = effect_value;
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}
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else if (effect_value > 0) { // Haste V3 - Stacks and Overcaps
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if (effect_value > new_bonus->hastetype3) {
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new_bonus->hastetype3 = effect_value;
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}
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}
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break;
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@@ -1668,21 +1618,13 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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if (effect_value < 0) //A few spells use negative values(Descriptions all indicate it should be a slow)
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effect_value = effect_value * -1;
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if (AdditiveWornBonus) {
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if (effect_value > 0 && effect_value > new_bonus->inhibitmelee) {
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effect_value -= ((effect_value * GetSlowMitigation()/100));
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if (effect_value > new_bonus->inhibitmelee)
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new_bonus->inhibitmelee += effect_value;
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}
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}
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else
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{
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if (effect_value > 0 && effect_value > new_bonus->inhibitmelee) {
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effect_value -= ((effect_value * GetSlowMitigation()/100));
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if (effect_value > new_bonus->inhibitmelee)
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new_bonus->inhibitmelee = effect_value;
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}
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if (effect_value > 0 && effect_value > new_bonus->inhibitmelee) {
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effect_value -= ((effect_value * GetSlowMitigation()/100));
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if (effect_value > new_bonus->inhibitmelee)
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new_bonus->inhibitmelee = effect_value;
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}
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break;
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}
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@@ -1898,7 +1840,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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new_bonus->DamageShieldType = GetDamageShieldType(spell_id, max);
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else
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new_bonus->DamageShieldType = GetDamageShieldType(spell_id);
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break;
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}
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@@ -2079,7 +2021,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_Vampirism:
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new_bonus->Vampirism += effect_value;
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break;
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break;
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case SE_AllInstrumentMod:
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{
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@@ -2322,7 +2264,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_CriticalSpellChance:
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{
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new_bonus->CriticalSpellChance += effect_value;
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if (base2 > new_bonus->SpellCritDmgIncNoStack)
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new_bonus->SpellCritDmgIncNoStack = base2;
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break;
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@@ -2532,7 +2474,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_NegateAttacks:
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{
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if (!new_bonus->NegateAttacks[0] ||
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if (!new_bonus->NegateAttacks[0] ||
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((new_bonus->NegateAttacks[0] && new_bonus->NegateAttacks[2]) && (new_bonus->NegateAttacks[2] < max))){
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new_bonus->NegateAttacks[0] = 1;
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new_bonus->NegateAttacks[1] = buffslot;
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@@ -2552,7 +2494,7 @@ 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_MeleeThresholdGuard:
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{
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if (new_bonus->MeleeThresholdGuard[0] < effect_value){
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@@ -2919,17 +2861,17 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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new_bonus->NegateIfCombat = true;
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break;
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case SE_Screech:
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case SE_Screech:
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new_bonus->Screech = effect_value;
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break;
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case SE_AlterNPCLevel:
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if (IsNPC()){
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if (!new_bonus->AlterNPCLevel
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|| ((effect_value < 0) && (new_bonus->AlterNPCLevel > effect_value))
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if (!new_bonus->AlterNPCLevel
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|| ((effect_value < 0) && (new_bonus->AlterNPCLevel > effect_value))
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|| ((effect_value > 0) && (new_bonus->AlterNPCLevel < effect_value))) {
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int tmp_lv = GetOrigLevel() + effect_value;
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if (tmp_lv < 1)
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tmp_lv = 1;
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@@ -2967,7 +2909,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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new_bonus->BerserkSPA = true;
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break;
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case SE_Metabolism:
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new_bonus->Metabolism += effect_value;
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break;
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@@ -3068,7 +3010,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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}
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case SE_SkillProc:{
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|
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for(int e = 0; e < MAX_SKILL_PROCS; e++)
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{
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if(new_bonus->SkillProc[e] && new_bonus->SkillProc[e] == spell_id)
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@@ -3083,7 +3025,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
|
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}
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||||
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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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if(new_bonus->SkillProcSuccess[e] && new_bonus->SkillProcSuccess[e] == spell_id)
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@@ -3099,9 +3041,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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//Special custom cases for loading effects on to NPC from 'npc_spels_effects' table
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||||
if (IsAISpellEffect) {
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||||
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||||
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||||
//Non-Focused Effect to modify incoming spell damage by resist type.
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||||
case SE_FcSpellVulnerability:
|
||||
case SE_FcSpellVulnerability:
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||||
ModVulnerability(base2, effect_value);
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||||
break;
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||||
}
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||||
@@ -3167,7 +3109,7 @@ void NPC::CalcItemBonuses(StatBonuses *newbon)
|
||||
newbon->HitChance += cur->Accuracy;
|
||||
}
|
||||
if(cur->CombatEffects > 0) {
|
||||
newbon->MeleeDamage += cur->CombatEffects;
|
||||
newbon->ProcChance += cur->CombatEffects;
|
||||
}
|
||||
if (cur->Worn.Effect>0 && (cur->Worn.Type == ET_WornEffect)) { // latent effects
|
||||
ApplySpellsBonuses(cur->Worn.Effect, cur->Worn.Level, newbon, 0, cur->Worn.Type);
|
||||
@@ -4453,7 +4395,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
aabonuses.SlayUndead[0] = effect_value;
|
||||
aabonuses.SlayUndead[1] = effect_value;
|
||||
break;
|
||||
|
||||
|
||||
case SE_DoubleRangedAttack:
|
||||
spellbonuses.DoubleRangedAttack = effect_value;
|
||||
aabonuses.DoubleRangedAttack = effect_value;
|
||||
@@ -4473,7 +4415,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
|
||||
aabonuses.ShieldEquipDmgMod[1] = effect_value;
|
||||
itembonuses.ShieldEquipDmgMod[0] = effect_value;
|
||||
itembonuses.ShieldEquipDmgMod[1] = effect_value;
|
||||
break;
|
||||
break;
|
||||
|
||||
case SE_TriggerMeleeThreshold:
|
||||
spellbonuses.TriggerMeleeThreshold = false;
|
||||
|
||||
Reference in New Issue
Block a user