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* Update to #1893 * Missed bonuses.cpp
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+3
-3
@@ -5296,7 +5296,7 @@ void Mob::TryCastOnSkillUse(Mob *on, EQ::skills::SkillType skill) {
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}
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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 (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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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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@@ -5306,7 +5306,7 @@ void Mob::TryCastOnSkillUse(Mob *on, EQ::skills::SkillType skill) {
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}
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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 (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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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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@@ -5316,7 +5316,7 @@ void Mob::TryCastOnSkillUse(Mob *on, EQ::skills::SkillType skill) {
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}
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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 (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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