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Implemented SE_StrikeThough (Was incorrectly defined as implemented previously) - Works same as item bonus.
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@@ -953,6 +953,8 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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case SE_BlockBehind:
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newbon->BlockBehind += base1;
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break;
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case SE_StrikeThrough:
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case SE_StrikeThrough2:
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newbon->StrikeThrough += base1;
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break;
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@@ -2469,6 +2471,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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newbon->SecondaryDmgInc = true;
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break;
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case SE_StrikeThrough:
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case SE_StrikeThrough2:
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newbon->StrikeThrough += effect_value;
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break;
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@@ -3909,6 +3912,12 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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itembonuses.SecondaryDmgInc = false;
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break;
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case SE_StrikeThrough:
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spellbonuses.StrikeThrough = effect_value;
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aabonuses.StrikeThrough = effect_value;
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itembonuses.StrikeThrough = effect_value;
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break;
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case SE_StrikeThrough2:
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spellbonuses.StrikeThrough = effect_value;
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aabonuses.StrikeThrough = effect_value;
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