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Few more AA updates to use database instead of hard coded values.
This commit is contained in:
+17
-7
@@ -1199,13 +1199,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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}
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// Kayen: Not sure best way to implement this yet.
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// Physically raises skill cap ie if 55/55 it will raise to 55/60
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case SE_RaiseSkillCap: {
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if (newbon->RaiseSkillCap[0] < base1) {
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newbon->RaiseSkillCap[0] = base1; // value
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newbon->RaiseSkillCap[1] = base2; // skill
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}
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if (newbon->RaiseSkillCap[base2] < base1)
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newbon->RaiseSkillCap[base2] = base1;
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break;
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}
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@@ -1441,6 +1438,11 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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newbon->ReduceTradeskillFail[base2] += base1;
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break;
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case SE_TradeSkillMastery:
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if (newbon->TradeSkillMastery < base1)
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newbon->TradeSkillMastery = base1;
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break;
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// to do
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case SE_PetDiscipline:
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break;
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@@ -1452,8 +1454,6 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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case SE_ForageSkill:
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break;
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case SE_TradeSkillMastery:
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break;
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case SE_SecondaryForte:
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break;
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case SE_FeignedCastOnChance:
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@@ -3161,6 +3161,16 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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new_bonus->ReduceTradeskillFail[base2] += effect_value;
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break;
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case SE_TradeSkillMastery:
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if (new_bonus->TradeSkillMastery < effect_value)
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new_bonus->TradeSkillMastery = effect_value;
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break;
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case SE_RaiseSkillCap:
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if (new_bonus->RaiseSkillCap[base2] < effect_value)
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new_bonus->RaiseSkillCap[base2] = effect_value;
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break;
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//Special custom cases for loading effects on to NPC from 'npc_spels_effects' table
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if (IsAISpellEffect) {
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