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Revised Finishing blow so that damage now receives all melee bonus. Support also for this effect if placed on items or spells.
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+54
-1
@@ -1204,7 +1204,6 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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case SE_FinishingBlow:
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{
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//base1 = chance, base2 = damage
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if (newbon->FinishingBlow[1] < base2){
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newbon->FinishingBlow[0] = base1;
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@@ -2825,6 +2824,26 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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break;
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}
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case SE_FinishingBlow:
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{
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//base1 = chance, base2 = damage
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if (newbon->FinishingBlow[1] < base2){
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newbon->FinishingBlow[0] = effect_value;
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newbon->FinishingBlow[1] = base2;
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}
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break;
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}
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case SE_FinishingBlowLvl:
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{
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//base1 = level, base2 = ??? (Set to 200 in AA data, possible proc rate mod?)
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if (newbon->FinishingBlowLvl[0] < effect_value){
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newbon->FinishingBlowLvl[0] = effect_value;
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newbon->FinishingBlowLvl[1] = base2;
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}
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break;
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}
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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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@@ -4258,6 +4277,40 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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spellbonuses.HSLevel = effect_value;
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aabonuses.HSLevel = effect_value;
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itembonuses.HSLevel = effect_value;
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break;
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case SE_Assassinate:
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spellbonuses.Assassinate[0] = effect_value;
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aabonuses.Assassinate[0] = effect_value;
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itembonuses.Assassinate[0] = effect_value;
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spellbonuses.Assassinate[1] = effect_value;
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aabonuses.Assassinate[1] = effect_value;
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itembonuses.Assassinate[1] = effect_value;
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break;
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case SE_AssassinateLevel:
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spellbonuses.AssassinateLevel = effect_value;
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aabonuses.AssassinateLevel = effect_value;
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itembonuses.AssassinateLevel = effect_value;
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break;
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case SE_FinishingBlow:
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spellbonuses.FinishingBlow[0] = effect_value;
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aabonuses.FinishingBlow[0] = effect_value;
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itembonuses.FinishingBlow[0] = effect_value;
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spellbonuses.FinishingBlow[1] = effect_value;
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aabonuses.FinishingBlow[1] = effect_value;
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itembonuses.FinishingBlow[1] = effect_value;
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break;
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case SE_FinishingBlowLvl:
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spellbonuses.FinishingBlowLvl[0] = effect_value;
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aabonuses.FinishingBlowLvl[0] = effect_value;
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itembonuses.FinishingBlowLvl[0] = effect_value;
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spellbonuses.FinishingBlowLvl[1] = effect_value;
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aabonuses.FinishingBlowLvl[1] = effect_value;
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itembonuses.FinishingBlowLvl[1] = effect_value;
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break;
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}
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}
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