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Update to focus SE_BlockNextSpell (#1479)
Minor code changes to make the focus be checked consistent with how all other focuses are checked. No change in functionality.
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@ -2750,10 +2750,6 @@ 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_BlockNextSpellFocus:
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new_bonus->BlockNextSpell = true;
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break;
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case SE_NegateSpellEffect:
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new_bonus->NegateEffects = true;
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break;
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@ -3827,8 +3823,7 @@ uint8 Mob::IsFocusEffect(uint16 spell_id,int effect_index, bool AA,uint32 aa_eff
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case SE_Fc_Spell_Damage_Pct_IncomingPC:
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return focusFcSpellDamagePctIncomingPC;
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case SE_BlockNextSpellFocus:
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//return focusBlockNextSpell;
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return 0; //This is calculated as an actual bonus
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return focusBlockNextSpell;
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case SE_FcTwincast:
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return focusTwincast;
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case SE_SympatheticProc:
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@ -483,8 +483,6 @@ struct StatBonuses {
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int HPPercCap[2]; //Spell effect that limits you to being healed/regening beyond a % of your max
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int ManaPercCap[2]; // ^^ 0 = % Cap 1 = Flat Amount Cap
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int EndPercCap[2]; // ^^
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bool BlockNextSpell; // Indicates whether the client can block a spell or not
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//uint16 BlockSpellEffect[EFFECT_COUNT]; // Prevents spells with certain effects from landing on you *no longer used
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bool ImmuneToFlee; // Bypass the fleeing flag
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uint32 VoiceGraft; // Stores the ID of the mob with which to talk through
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int32 SpellProcChance; // chance to proc from sympathetic spell effects
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@ -677,7 +677,7 @@ int Lua_StatBonuses::GetXPRateMod() const {
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bool Lua_StatBonuses::GetBlockNextSpell() const {
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Lua_Safe_Call_Bool();
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return self->BlockNextSpell;
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//return self->BlockNextSpell; bonus no longer used due to effect being a focus
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}
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bool Lua_StatBonuses::GetImmuneToFlee() const {
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@ -823,7 +823,7 @@ public:
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int GetCriticalChanceBonus(uint16 skill);
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int16 GetSkillDmgAmt(uint16 skill);
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bool TryReflectSpell(uint32 spell_id);
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bool CanBlockSpell() const { return(spellbonuses.BlockNextSpell); }
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inline bool CanBlockSpell() const { return(spellbonuses.FocusEffects[focusBlockNextSpell]); }
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bool DoHPToManaCovert(uint16 mana_cost = 0);
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int32 ApplySpellEffectiveness(int16 spell_id, int32 value, bool IsBard = false, uint16 caster_id=0);
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int8 GetDecayEffectValue(uint16 spell_id, uint16 spelleffect);
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