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Move instrument mod outside of the EFFECT lop in SpellEffect
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@ -194,6 +194,8 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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bool SE_SpellTrigger_HasCast = false;
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bool SE_SpellTrigger_HasCast = false;
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// if buff slot, use instrument mod there, otherwise calc it
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uint32 instrument_mod = buffslot > -1 ? buffs[buffslot].instrument_mod : caster ? caster->GetInstrumentMod(spell_id) : 10;
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// iterate through the effects in the spell
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// iterate through the effects in the spell
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for (i = 0; i < EFFECT_COUNT; i++)
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for (i = 0; i < EFFECT_COUNT; i++)
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{
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{
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@ -201,9 +203,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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continue;
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continue;
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effect = spell.effectid[i];
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effect = spell.effectid[i];
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// if buff slot, use instrument mod there, otherwise calc it
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effect_value = CalcSpellEffectValue(spell_id, i, caster_level, instrument_mod, caster ? caster : this);
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uint32 inst = buffslot > -1 ? buffs[buffslot].instrument_mod : caster ? caster->GetInstrumentMod(spell_id) : 10;
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effect_value = CalcSpellEffectValue(spell_id, i, caster_level, inst, caster ? caster : this);
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if(spell_id == SPELL_LAY_ON_HANDS && caster && caster->GetAA(aaImprovedLayOnHands))
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if(spell_id == SPELL_LAY_ON_HANDS && caster && caster->GetAA(aaImprovedLayOnHands))
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effect_value = GetMaxHP();
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effect_value = GetMaxHP();
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