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[Spells] Rework for SPA 413 SE_FcBaseEffects and Bard updates (#1629)
* baseline start * update1 * updates * base effect implemented for bard * instrument mod updates amplification amps itself * updates * updates * debug * base effect updates * baseeffects for spell focus updated * update skill attack baseeffects * focus will remain for quest functions * song cap mod added back in * remove debugs1 * fix cr * base effects functionalish * remove debug * Update client_mods.cpp * spdat instrumentmod * Update spell_effects.cpp * Update spdat.h * remove new instrument mod check split PR
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+10
-5
@@ -1687,6 +1687,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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newbon->SpellDamageShield += base1;
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break;
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case SE_Amplification:
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newbon->Amplification += 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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@@ -1795,18 +1799,19 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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if (focus)
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{
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if (WornType){
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if (RuleB(Spells, UseAdditiveFocusFromWornSlot))
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if (RuleB(Spells, UseAdditiveFocusFromWornSlot)) {
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new_bonus->FocusEffectsWorn[focus] += spells[spell_id].base[i];
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}
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}
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else
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else {
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new_bonus->FocusEffects[focus] = static_cast<uint8>(spells[spell_id].effectid[i]);
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}
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continue;
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}
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if (WornType && (RuleI(Spells, AdditiveBonusWornType) == WornType))
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if (WornType && (RuleI(Spells, AdditiveBonusWornType) == WornType)) {
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AdditiveWornBonus = true;
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}
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effectid = spells[spell_id].effectid[i];
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effect_value = CalcSpellEffectValue(spell_id, i, casterlevel, instrument_mod, nullptr, ticsremaining, casterId);
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