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[Spells] Allow SE_SecondaryForte 248 to be calculated as a bonus instead of hardcoded AA (#1507)
* start * Update client.cpp * Update client.cpp * Update bonuses.cpp * Update bonuses.cpp Co-authored-by: Chris Miles <akkadius1@gmail.com>
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@ -1658,6 +1658,13 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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newbon->ItemEnduranceRegenCap += base1;
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newbon->ItemEnduranceRegenCap += base1;
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break;
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break;
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case SE_SecondaryForte:
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if (newbon->SecondaryForte < base1) {
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newbon->SecondaryForte = base1;
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}
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break;
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case SE_ZoneSuspendMinion:
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case SE_ZoneSuspendMinion:
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newbon->ZoneSuspendMinion = base1;
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newbon->ZoneSuspendMinion = base1;
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break;
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break;
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@ -1669,8 +1676,6 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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break;
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case SE_BandolierSlots:
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case SE_BandolierSlots:
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break;
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break;
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case SE_SecondaryForte:
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break;
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case SE_ReduceApplyPoisonTime:
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case SE_ReduceApplyPoisonTime:
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break;
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break;
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case SE_NimbleEvasion:
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case SE_NimbleEvasion:
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@ -2503,8 +2503,8 @@ uint16 Client::GetMaxSkillAfterSpecializationRules(EQ::skills::SkillType skillid
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uint16 PrimarySpecialization = 0, SecondaryForte = 0;
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uint16 PrimarySpecialization = 0, SecondaryForte = 0;
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uint16 PrimarySkillValue = 0, SecondarySkillValue = 0;
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uint16 PrimarySkillValue = 0, SecondarySkillValue = 0;
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uint16 MaxSpecializations = GetAA(aaSecondaryForte) ? 2 : 1;
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uint16 MaxSpecializations = aabonuses.SecondaryForte ? 2 : 1;
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if (skillid >= EQ::skills::SkillSpecializeAbjure && skillid <= EQ::skills::SkillSpecializeEvocation)
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if (skillid >= EQ::skills::SkillSpecializeAbjure && skillid <= EQ::skills::SkillSpecializeEvocation)
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{
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{
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@ -556,6 +556,7 @@ struct StatBonuses {
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bool ZoneSuspendMinion; // base 1 allows suspended minions to zone
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bool ZoneSuspendMinion; // base 1 allows suspended minions to zone
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// AAs
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// AAs
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uint16 SecondaryForte; // allow a second skill to be specialized with a cap of this value.
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int32 ShieldDuration; // extends duration of /shield ability
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int32 ShieldDuration; // extends duration of /shield ability
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int32 ExtendedShielding; // extends range of /shield ability
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int32 ExtendedShielding; // extends range of /shield ability
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int8 Packrat; // weight reduction for items, 1 point = 10%
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int8 Packrat; // weight reduction for items, 1 point = 10%
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