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Bugs in mod return values fixed
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@@ -50,7 +50,7 @@ function MeleeMitigation(e)
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end
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e.hit.damage_done = 2 * e.hit.base_damage * GetDamageTable(e.other, e.hit.skill) / 100;
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e.hit = DoMeleeMitigation(e.self, e.other, e.hit, e.opts);
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e.hit = DoMeleeMitigation(e.self, e.other, e.hit, e.opts);
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return e;
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end
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@@ -582,9 +582,9 @@ function ClientGetMeleeMitDmg(defender, attacker, damage, min_damage, mitigation
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local d = 10;
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local dmg_interval = (damage - min_damage) / 19.0;
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local dmg_bonus = min_damage - dmg_interval;
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local spellMeleeMit = (defender:GetSpellBonuses():MeleeMitigationEffect() + defender:GetItemBonuses():MeleeMitigationEffect() + defender:GetAABonuses():MeleeMitigationEffect()) / 100.0;
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local spellMeleeMit = (defender:GetSpellBonuses():MeleeMitigationEffect() + defender:GetItemBonuses():MeleeMitigationEffect() + defender:GetAABonuses():MeleeMitigationEffect()) / 100.0;
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if (defender:GetClass() == Class.WARRIOR) then
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spellMeleeMit = spellMeleeMit + 0.05;
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spellMeleeMit = spellMeleeMit - 0.05;
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end
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dmg_bonus = dmg_bonus - (dmg_bonus * (defender:GetItemBonuses():MeleeMitigation() / 100.0));
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@@ -652,12 +652,12 @@ function MobGetMeleeMitDmg(defender, attacker, damage, min_damage, mitigation_ra
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elseif (d > 20.0) then
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d = 20.0;
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end
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local interval = (damage - min_damage) / 20.0;
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damage = damage - (math.floor(d) * interval);
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local interval = (damage - min_damage) / 20.0;
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damage = damage - (math.floor(d) * interval);
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damage = damage - (min_damage * defender:GetItemBonuses():MeleeMitigation() / 100);
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damage = damage - (damage * (defender:GetSpellBonuses():MeleeMitigationEffect() + defender:GetItemBonuses():MeleeMitigationEffect() + defender:GetAABonuses():MeleeMitigationEffect()) / 100);
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damage = damage + (damage * (defender:GetSpellBonuses():MeleeMitigationEffect() + defender:GetItemBonuses():MeleeMitigationEffect() + defender:GetAABonuses():MeleeMitigationEffect()) / 100);
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return damage;
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end
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@@ -731,3 +731,22 @@ function ApplyDamageTable(e)
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e.IgnoreDefault = true;
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return e;
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end
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function CommonOutgoingHitSuccess(e)
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e = ApplyMeleeDamageBonus(e);
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e.hit.damage_done = e.hit.damage_done + (e.hit.damage_done * e.other:GetSkillDmgTaken(e.hit.skill) / 100) + (e.self:GetSkillDmgAmt(e.hit.skill) + e.other:GetFcDamageAmtIncoming(e.self, 0, true, e.hit.skill));
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e = TryCriticalHit(e);
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e.self:CheckNumHitsRemaining(5, -1, 65535);
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e.IgnoreDefault = true;
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return e;
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end
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function ApplyMeleeDamageBonus(e)
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local dmgbonusmod = e.self:GetMeleeDamageMod_SE(e.hit.skill);
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if (opts) then
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dmgbonusmod = dmgbonusmod + e.opts.melee_damage_bonus_flat;
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end
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e.hit.damage_done = e.hit.damage_done + (e.hit.damage_done * dmgbonusmod / 100);
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return e;
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end
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