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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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-2
@@ -834,7 +834,6 @@ public:
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int16 GetPositionalDmgAmt(Mob* defender);
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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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int32 GetExtraSpellAmt(uint16 spell_id, int32 extra_spell_amt, int32 base_spell_dmg);
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void MeleeLifeTap(int32 damage);
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@@ -851,6 +850,7 @@ public:
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int GetFocusRandomEffectivenessValue(int focus_base, int focus_base2, bool best_focus = 0);
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int GetHealRate() const { return itembonuses.HealRate + spellbonuses.HealRate + aabonuses.HealRate; }
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int GetMemoryBlurChance(int base_chance);
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inline bool HasBaseEffectFocus() const { return (spellbonuses.FocusEffects[focusFcBaseEffects] || aabonuses.FocusEffects[focusFcBaseEffects] || itembonuses.FocusEffects[focusFcBaseEffects]); }
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bool TryDoubleMeleeRoundEffect();
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bool GetUseDoubleMeleeRoundDmgBonus() const { return use_double_melee_round_dmg_bonus; }
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@@ -1113,7 +1113,8 @@ public:
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virtual int32 CheckAggroAmount(uint16 spell_id, Mob *target, bool isproc = false);
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virtual int32 CheckHealAggroAmount(uint16 spell_id, Mob *target, uint32 heal_possible = 0);
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uint32 GetInstrumentMod(uint16 spell_id) const;
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//uint32 GetInstrumentMod(uint16 spell_id) const;
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uint32 GetInstrumentMod(uint16 spell_id);
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int CalcSpellEffectValue(uint16 spell_id, int effect_id, int caster_level = 1, uint32 instrument_mod = 10, Mob *caster = nullptr, int ticsremaining = 0,uint16 casterid=0);
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int CalcSpellEffectValue_formula(int formula, int base, int max, int caster_level, uint16 spell_id, int ticsremaining = 0);
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virtual int CheckStackConflict(uint16 spellid1, int caster_level1, uint16 spellid2, int caster_level2, Mob* caster1 = nullptr, Mob* caster2 = nullptr, int buffslot = -1);
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