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* Update to #1893 * Missed bonuses.cpp
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+2
-2
@@ -1207,7 +1207,7 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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}
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case SE_SkillAttackProc: {
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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 (!newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) { // spell id
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newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] = rank.spell; // spell to proc
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newbon->SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE] = base_value; // Chance base 1000 = 100% proc rate
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@@ -3588,7 +3588,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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}
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case SE_SkillAttackProc: {
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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 (!new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID]) { // spell id
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new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_SPELL_ID] = max_value; // spell to proc
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new_bonus->SkillAttackProc[i + SBIndex::SKILLATK_PROC_CHANCE] = effect_value; // Chance base 1000 = 100% proc rate
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