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[Fix] Correct SE_SlayUndead & SE_HeadShotLevel limit Value when applied. (#3171)
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@ -1442,9 +1442,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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}
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case SE_SlayUndead: {
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if (newbon->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] < base_value)
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if (newbon->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] < base_value) {
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newbon->SlayUndead[SBIndex::SLAYUNDEAD_RATE_MOD] = base_value; // Rate
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newbon->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] = limit_value; // Damage Modifier
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}
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break;
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}
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@ -1612,9 +1613,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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}
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case SE_HeadShotLevel: {
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if (newbon->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX] < base_value)
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if (newbon->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX] < base_value) {
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newbon->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX] = base_value;
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newbon->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_CHANCE_BONUS] = limit_value;
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}
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break;
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}
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@ -3178,8 +3180,9 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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case SE_HPToMana:
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{
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//Lower the ratio the more favorable
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if((!new_bonus->HPToManaConvert) || (new_bonus->HPToManaConvert >= effect_value))
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if ((!new_bonus->HPToManaConvert) || (new_bonus->HPToManaConvert >= effect_value)) {
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new_bonus->HPToManaConvert = spells[spell_id].base_value[i];
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}
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break;
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}
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@ -3526,11 +3529,11 @@ 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_SlayUndead:
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{
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if(new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] < effect_value)
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case SE_SlayUndead: {
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if (new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] < effect_value) {
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new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_RATE_MOD] = effect_value; // Rate
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new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] = limit_value; // Damage Modifier
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}
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break;
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}
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@ -3672,8 +3675,7 @@ 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_HeadShotLevel:
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{
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case SE_HeadShotLevel: {
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if (new_bonus->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX] < effect_value) {
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new_bonus->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_MAX] = effect_value;
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new_bonus->HSLevel[SBIndex::FINISHING_EFFECT_LEVEL_CHANCE_BONUS] = limit_value;
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