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https://github.com/EQEmu/Server.git
synced 2026-08-28 20:07:56 +00:00
Renamed and moved SkillUseTypes enumeration to EQEmu::skills::SkillType; eq_dictionary work
This commit is contained in:
+37
-37
@@ -255,7 +255,7 @@ int32 Mob::Tune_MeleeMitigation(Mob* GM, Mob *attacker, int32 damage, int32 minh
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}
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if (RuleB(Combat, UseIntervalAC)) {
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float softcap = (GetSkill(SkillDefense) + GetLevel()) *
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float softcap = (GetSkill(EQEmu::skills::SkillDefense) + GetLevel()) *
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RuleR(Combat, SoftcapFactor) * (1.0 + aa_mit);
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float mitigation_rating = 0.0;
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float attack_rating = 0.0;
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@@ -410,14 +410,14 @@ int32 Mob::Tune_MeleeMitigation(Mob* GM, Mob *attacker, int32 damage, int32 minh
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int tmp_armor = armor;
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if (GetClass() == WIZARD || GetClass() == MAGICIAN ||
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GetClass() == NECROMANCER || GetClass() == ENCHANTER){
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mitigation_rating = ((GetSkill(SkillDefense) + itembonuses.HeroicAGI/10) / 4.0) + armor + 1;
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mitigation_rating = ((GetSkill(EQEmu::skills::SkillDefense) + itembonuses.HeroicAGI / 10) / 4.0) + armor + 1;
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if (Msg >= 2)
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GM->Message(0, "# + %.2f #### DEFENDER Armor Bonus [Defense Skill %i Heroic Agi %i]", mitigation_rating - tmp_armor, GetSkill(SkillDefense), itembonuses.HeroicAGI);
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GM->Message(0, "# + %.2f #### DEFENDER Armor Bonus [Defense Skill %i Heroic Agi %i]", mitigation_rating - tmp_armor, GetSkill(EQEmu::skills::SkillDefense), itembonuses.HeroicAGI);
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}
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else{
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mitigation_rating = ((GetSkill(SkillDefense) + itembonuses.HeroicAGI/10) / 3.0) + (armor * 1.333333) + 1;
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mitigation_rating = ((GetSkill(EQEmu::skills::SkillDefense) + itembonuses.HeroicAGI / 10) / 3.0) + (armor * 1.333333) + 1;
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if (Msg >= 2)
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GM->Message(0, "# + %.2f #### DEFENDER Armor Bonus [Defense Skill %i Heroic Agi %i]", mitigation_rating - tmp_armor, GetSkill(SkillDefense), itembonuses.HeroicAGI);
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GM->Message(0, "# + %.2f #### DEFENDER Armor Bonus [Defense Skill %i Heroic Agi %i]", mitigation_rating - tmp_armor, GetSkill(EQEmu::skills::SkillDefense), itembonuses.HeroicAGI);
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}
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mitigation_rating *= 0.847;
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@@ -443,16 +443,16 @@ int32 Mob::Tune_MeleeMitigation(Mob* GM, Mob *attacker, int32 damage, int32 minh
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if (attacker->IsClient()){
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if (atk_override)
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attack_rating = (atk_override + ((attacker->GetSTR()-66) * 0.9) + (attacker->GetSkill(SkillOffense)*1.345));
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attack_rating = (atk_override + ((attacker->GetSTR() - 66) * 0.9) + (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345));
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else
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attack_rating = ((attacker->CastToClient()->CalcATK() + add_atk) + ((attacker->GetSTR()-66) * 0.9) + (attacker->GetSkill(SkillOffense)*1.345));
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attack_rating = ((attacker->CastToClient()->CalcATK() + add_atk) + ((attacker->GetSTR() - 66) * 0.9) + (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345));
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}
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else{
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if (atk_override)
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attack_rating = (atk_override + (attacker->GetSkill(SkillOffense)*1.345) + ((attacker->GetSTR()-66) * 0.9));
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attack_rating = (atk_override + (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345) + ((attacker->GetSTR() - 66) * 0.9));
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else
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attack_rating = ((attacker->GetATK() + add_atk) + (attacker->GetSkill(SkillOffense)*1.345) + ((attacker->GetSTR()-66) * 0.9));
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attack_rating = ((attacker->GetATK() + add_atk) + (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345) + ((attacker->GetSTR() - 66) * 0.9));
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}
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attack_rating = attacker->mod_attack_rating(attack_rating, this);
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@@ -468,7 +468,7 @@ int32 Mob::Tune_MeleeMitigation(Mob* GM, Mob *attacker, int32 damage, int32 minh
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GM->Message(0, "# %i #### ATTACKER Worn/Equip ATK Bonus", attacker->itembonuses.ATK);
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GM->Message(0, "# %i #### ATTACKER Worn/Equip ATK Bonus", attacker->itembonuses.ATK);
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GM->Message(0, "# %.2f #### ATTACKER Strength Stat ATK Bonus [Stat Amt: %i]", ((attacker->GetSTR()-66) * 0.9),attacker->GetSTR());
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GM->Message(0, "# %.2f #### ATTACKER Offensive Skill ATK Bonus [Stat Amt: %i]", (attacker->GetSkill(SkillOffense)*1.345) ,attacker->GetSkill(SkillOffense));
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GM->Message(0, "# %.2f #### ATTACKER Offensive Skill ATK Bonus [Stat Amt: %i]", (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345), attacker->GetSkill(EQEmu::skills::SkillOffense));
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}
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else{
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@@ -476,7 +476,7 @@ int32 Mob::Tune_MeleeMitigation(Mob* GM, Mob *attacker, int32 damage, int32 minh
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GM->Message(0, "# %i #### ATTACKER SE_ATK(2) spell Bonus", attacker->spellbonuses.ATK);
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GM->Message(0, "# %i #### ATTACKER NPC ATK Stat", attacker->CastToNPC()->ATK);
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GM->Message(0, "# %.2f #### ATTACKER Strength Stat ATK Bonus [Stat Amt: %i]", ((attacker->GetSTR()-66) * 0.9),attacker->GetSTR());
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GM->Message(0, "# %.2f #### ATTACKER Offensive Skill ATK Bonus [Stat Amt: %i]", (attacker->GetSkill(SkillOffense)*1.345) ,attacker->GetSkill(SkillOffense));
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GM->Message(0, "# %.2f #### ATTACKER Offensive Skill ATK Bonus [Stat Amt: %i]", (attacker->GetSkill(EQEmu::skills::SkillOffense)*1.345), attacker->GetSkill(EQEmu::skills::SkillOffense));
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}
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}
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@@ -596,7 +596,7 @@ int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
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}
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}
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SkillUseTypes skillinuse;
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EQEmu::skills::SkillType skillinuse;
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AttackAnimation(skillinuse, Hand, weapon);
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int damage = 0;
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@@ -621,7 +621,7 @@ int32 Client::GetMeleeDamage(Mob* other, bool GetMinDamage)
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max_hit = (RuleI(Combat, HitCapPre20));
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CheckIncreaseSkill(skillinuse, other, -15);
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CheckIncreaseSkill(SkillOffense, other, -15);
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CheckIncreaseSkill(EQEmu::skills::SkillOffense, other, -15);
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#ifndef EQEMU_NO_WEAPON_DAMAGE_BONUS
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@@ -658,7 +658,7 @@ void Mob::Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_ch
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float tmp_hit_chance = 0.0f;
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bool end = false;
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SkillUseTypes skillinuse = SkillHandtoHand;
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EQEmu::skills::SkillType skillinuse = EQEmu::skills::SkillHandtoHand;
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if (attacker->IsClient())
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{//Will check first equiped weapon for skill. Ie. remove wepaons to assess bow.
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ItemInst* weapon;
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@@ -738,7 +738,7 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
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float tmp_hit_chance = 0.0f;
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bool end = false;
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SkillUseTypes skillinuse = SkillHandtoHand;
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EQEmu::skills::SkillType skillinuse = EQEmu::skills::SkillHandtoHand;
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if (attacker->IsClient())
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{//Will check first equiped weapon for skill. Ie. remove wepaons to assess bow.
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ItemInst* weapon;
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@@ -809,7 +809,7 @@ void Mob::Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_
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}
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float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, SkillUseTypes skillinuse, int Hand, int16 chance_mod, int Msg,int acc_override, int avoid_override, int add_acc, int add_avoid)
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float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, EQEmu::skills::SkillType skillinuse, int Hand, int16 chance_mod, int Msg, int acc_override, int avoid_override, int add_acc, int add_avoid)
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{
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float chancetohit = RuleR(Combat, BaseHitChance);
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@@ -897,9 +897,9 @@ float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, SkillUseTypes skill
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if(defender->IsClient())
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{
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chancetohit += (RuleR(Combat,WeaponSkillFalloff) * (defender->CastToClient()->MaxSkill(SkillDefense) - defender->GetSkill(SkillDefense)));
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chancetohit += (RuleR(Combat, WeaponSkillFalloff) * (defender->CastToClient()->MaxSkill(EQEmu::skills::SkillDefense) - defender->GetSkill(EQEmu::skills::SkillDefense)));
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if (Msg >= 2)
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Message(0, "# + %.2f Total: %.2f #### DEFENDER Defense Skill Mod", (RuleR(Combat,WeaponSkillFalloff) * (defender->CastToClient()->MaxSkill(SkillDefense) - defender->GetSkill(SkillDefense))), chancetohit);
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Message(0, "# + %.2f Total: %.2f #### DEFENDER Defense Skill Mod", (RuleR(Combat, WeaponSkillFalloff) * (defender->CastToClient()->MaxSkill(EQEmu::skills::SkillDefense) - defender->GetSkill(EQEmu::skills::SkillDefense))), chancetohit);
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}
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@@ -988,17 +988,17 @@ float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, SkillUseTypes skill
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hitBonus += attacker->itembonuses.HitChanceEffect[skillinuse] +
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attacker->spellbonuses.HitChanceEffect[skillinuse]+
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attacker->aabonuses.HitChanceEffect[skillinuse]+
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attacker->itembonuses.HitChanceEffect[HIGHEST_SKILL+1] +
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attacker->spellbonuses.HitChanceEffect[HIGHEST_SKILL+1] +
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attacker->aabonuses.HitChanceEffect[HIGHEST_SKILL+1];
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attacker->itembonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] +
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attacker->spellbonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1] +
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attacker->aabonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1];
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if (Msg >= 2){
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if (attacker->aabonuses.HitChanceEffect[HIGHEST_SKILL+1])
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Message(0, "# %i #### ATTACKER SE_HitChance(184) AA Bonus [All Skills]", attacker->aabonuses.HitChanceEffect[HIGHEST_SKILL+1]);
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if (attacker->spellbonuses.HitChanceEffect[HIGHEST_SKILL+1])
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Message(0, "# %i #### ATTACKER SE_HitChance(184) Spell Bonus [All Skills]", attacker->spellbonuses.HitChanceEffect[HIGHEST_SKILL+1]);
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if (attacker->itembonuses.HitChanceEffect[HIGHEST_SKILL+1])
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Message(0, "# %i #### ATTACKER SE_HitChance(184) Worn Bonus [All Skills]", attacker->itembonuses.HitChanceEffect[HIGHEST_SKILL+1]);
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if (attacker->aabonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1])
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Message(0, "# %i #### ATTACKER SE_HitChance(184) AA Bonus [All Skills]", attacker->aabonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1]);
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if (attacker->spellbonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1])
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Message(0, "# %i #### ATTACKER SE_HitChance(184) Spell Bonus [All Skills]", attacker->spellbonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1]);
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if (attacker->itembonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1])
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Message(0, "# %i #### ATTACKER SE_HitChance(184) Worn Bonus [All Skills]", attacker->itembonuses.HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 1]);
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if (attacker->itembonuses.HitChanceEffect[skillinuse])
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Message(0, "# %i #### ATTACKER SE_HitChance(184) AA Bonus [Skill]", attacker->aabonuses.HitChanceEffect[skillinuse]);
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if (attacker->spellbonuses.HitChanceEffect[skillinuse])
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@@ -1009,19 +1009,19 @@ float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, SkillUseTypes skill
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//Accuracy = Spell Effect , HitChance = 'Accuracy' from Item Effect
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//Only AA derived accuracy can be skill limited. ie (Precision of the Pathfinder, Dead Aim)
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hitBonus += (attacker->itembonuses.Accuracy[HIGHEST_SKILL+1] +
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attacker->spellbonuses.Accuracy[HIGHEST_SKILL+1] +
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attacker->aabonuses.Accuracy[HIGHEST_SKILL+1] +
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hitBonus += (attacker->itembonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] +
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attacker->spellbonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] +
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attacker->aabonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1] +
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attacker->aabonuses.Accuracy[skillinuse] +
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attacker->itembonuses.HitChance) / 15.0f; //Item Mod 'Accuracy'
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if (Msg >= 2) {
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if (attacker->aabonuses.Accuracy[HIGHEST_SKILL+1])
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Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) AA Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->aabonuses.Accuracy[HIGHEST_SKILL+1])/15.0f,attacker->aabonuses.Accuracy[HIGHEST_SKILL+1]);
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if (attacker->spellbonuses.Accuracy[HIGHEST_SKILL+1])
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Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) Spell Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->spellbonuses.Accuracy[HIGHEST_SKILL+1])/15.0f,attacker->spellbonuses.Accuracy[HIGHEST_SKILL+1]);
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if (attacker->itembonuses.Accuracy[HIGHEST_SKILL+1])
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Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) Worn Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->itembonuses.Accuracy[HIGHEST_SKILL+1])/15.0f,attacker->itembonuses.Accuracy[HIGHEST_SKILL+1]);
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if (attacker->aabonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1])
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Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) AA Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->aabonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]) / 15.0f, attacker->aabonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]);
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if (attacker->spellbonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1])
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Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) Spell Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->spellbonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]) / 15.0f, attacker->spellbonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]);
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if (attacker->itembonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1])
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Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) Worn Bonus [All Skills] [Stat Amt: %i]", static_cast<float>(attacker->itembonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]) / 15.0f, attacker->itembonuses.Accuracy[EQEmu::skills::HIGHEST_SKILL + 1]);
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if (attacker->aabonuses.Accuracy[skillinuse])
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Message(0, "# %.2f #### ATTACKER SE_Accuracy(216) AA Bonus [Skill] [Stat Amt: %i]", static_cast<float>(attacker->aabonuses.Accuracy[skillinuse])/15.0f,attacker->aabonuses.Accuracy[skillinuse]);
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if (attacker->itembonuses.HitChance)
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@@ -1053,7 +1053,7 @@ float Mob::Tune_CheckHitChance(Mob* defender, Mob* attacker, SkillUseTypes skill
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hitBonus += (add_acc / 15.0f); //Modifier from database
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}
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if(skillinuse == SkillArchery){
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if (skillinuse == EQEmu::skills::SkillArchery){
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hitBonus -= hitBonus*RuleR(Combat, ArcheryHitPenalty);
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if (Msg >= 2)
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Message(0, "# %.2f pct #### RuleR(Combat, ArcheryHitPenalty) ", RuleR(Combat, ArcheryHitPenalty));
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