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[Cleanup] Fix typo where itembonuses should have been used instead of spellbonuses (#3221)
# Notes - `itembonuses` was the proper name here, not `spellbonuses`.
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@ -5703,8 +5703,14 @@ void Mob::TryCastOnSkillUse(Mob *on, EQ::skills::SkillType skill) {
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if (spellbonuses.HasSkillAttackProc[skill]) {
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if (spellbonuses.HasSkillAttackProc[skill]) {
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for (int i = 0; i < MAX_CAST_ON_SKILL_USE; i += 3) {
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for (int i = 0; i < MAX_CAST_ON_SKILL_USE; i += 3) {
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if (spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] && skill == spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL]) {
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if (
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if (IsValidSpell(spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) && zone->random.Int(1, 1000) <= spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE]) {
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spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] &&
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skill == spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL]
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) {
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if (
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IsValidSpell(spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) &&
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zone->random.Int(1, 1000) <= spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE]
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) {
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SpellFinished(spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID], on, EQ::spells::CastingSlot::Item, 0, -1, spells[spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]].resist_difficulty);
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SpellFinished(spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID], on, EQ::spells::CastingSlot::Item, 0, -1, spells[spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]].resist_difficulty);
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}
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}
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}
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}
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@ -5713,8 +5719,14 @@ void Mob::TryCastOnSkillUse(Mob *on, EQ::skills::SkillType skill) {
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if (itembonuses.HasSkillAttackProc[skill]) {
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if (itembonuses.HasSkillAttackProc[skill]) {
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for (int i = 0; i < MAX_CAST_ON_SKILL_USE; i += 3) {
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for (int i = 0; i < MAX_CAST_ON_SKILL_USE; i += 3) {
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if (itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] && skill == itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL]) {
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if (
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if (IsValidSpell(itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) && zone->random.Int(1, 1000) <= spellbonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE]) {
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itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] &&
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skill == itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL]
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) {
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if (
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IsValidSpell(itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) &&
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zone->random.Int(1, 1000) <= itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE]
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) {
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SpellFinished(itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID], on, EQ::spells::CastingSlot::Item, 0, -1, spells[itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]].resist_difficulty);
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SpellFinished(itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID], on, EQ::spells::CastingSlot::Item, 0, -1, spells[itembonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]].resist_difficulty);
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}
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}
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}
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}
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@ -5723,7 +5735,11 @@ void Mob::TryCastOnSkillUse(Mob *on, EQ::skills::SkillType skill) {
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if (aabonuses.HasSkillAttackProc[skill]) {
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if (aabonuses.HasSkillAttackProc[skill]) {
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for (int i = 0; i < MAX_CAST_ON_SKILL_USE; i += 3) {
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for (int i = 0; i < MAX_CAST_ON_SKILL_USE; i += 3) {
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if (IsValidSpell(aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) && aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] && skill == aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL]) {
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if (
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IsValidSpell(aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) &&
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aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] &&
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skill == aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SKILL]
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) {
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if (zone->random.Int(1, 1000) <= aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE]) {
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if (zone->random.Int(1, 1000) <= aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE]) {
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SpellFinished(aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID], on, EQ::spells::CastingSlot::Item, 0, -1, spells[aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]].resist_difficulty);
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SpellFinished(aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID], on, EQ::spells::CastingSlot::Item, 0, -1, spells[aabonuses.SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]].resist_difficulty);
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}
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}
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