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update
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+21
-3
@@ -1201,6 +1201,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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// Physically raises skill cap ie if 55/55 it will raise to 55/60
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case SE_RaiseSkillCap: {
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if (base2 > HIGHEST_SKILL)
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break;
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if (newbon->RaiseSkillCap[base2] < base1)
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newbon->RaiseSkillCap[base2] = base1;
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break;
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@@ -1434,9 +1438,14 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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newbon->ReduceFallDamage += base1;
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break;
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case SE_ReduceTradeskillFail:
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case SE_ReduceTradeskillFail:{
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if (base2 > HIGHEST_SKILL)
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break;
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newbon->ReduceTradeskillFail[base2] += base1;
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break;
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}
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case SE_TradeSkillMastery:
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if (newbon->TradeSkillMastery < base1)
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@@ -3157,19 +3166,28 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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new_bonus->ReduceFallDamage += effect_value;
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break;
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case SE_ReduceTradeskillFail:
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case SE_ReduceTradeskillFail:{
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if (base2 > HIGHEST_SKILL)
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break;
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new_bonus->ReduceTradeskillFail[base2] += effect_value;
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break;
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}
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case SE_TradeSkillMastery:
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if (new_bonus->TradeSkillMastery < effect_value)
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new_bonus->TradeSkillMastery = effect_value;
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break;
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case SE_RaiseSkillCap:
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case SE_RaiseSkillCap: {
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if (base2 > HIGHEST_SKILL)
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break;
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if (new_bonus->RaiseSkillCap[base2] < effect_value)
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new_bonus->RaiseSkillCap[base2] = effect_value;
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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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