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update
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@ -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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// 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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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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if (newbon->RaiseSkillCap[base2] < base1)
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newbon->RaiseSkillCap[base2] = base1;
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newbon->RaiseSkillCap[base2] = base1;
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break;
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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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newbon->ReduceFallDamage += base1;
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break;
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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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newbon->ReduceTradeskillFail[base2] += base1;
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break;
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break;
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}
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case SE_TradeSkillMastery:
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case SE_TradeSkillMastery:
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if (newbon->TradeSkillMastery < base1)
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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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new_bonus->ReduceFallDamage += effect_value;
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break;
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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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new_bonus->ReduceTradeskillFail[base2] += effect_value;
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break;
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break;
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}
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case SE_TradeSkillMastery:
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case SE_TradeSkillMastery:
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if (new_bonus->TradeSkillMastery < effect_value)
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if (new_bonus->TradeSkillMastery < effect_value)
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new_bonus->TradeSkillMastery = effect_value;
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new_bonus->TradeSkillMastery = effect_value;
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break;
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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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if (new_bonus->RaiseSkillCap[base2] < effect_value)
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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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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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//Special custom cases for loading effects on to NPC from 'npc_spels_effects' table
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if (IsAISpellEffect) {
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if (IsAISpellEffect) {
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@ -750,14 +750,6 @@ bool Client::CheckFizzle(uint16 spell_id)
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// always at least 1% chance to fail or 5% to succeed
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// always at least 1% chance to fail or 5% to succeed
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fizzlechance = fizzlechance < 1 ? 1 : (fizzlechance > 95 ? 95 : fizzlechance);
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fizzlechance = fizzlechance < 1 ? 1 : (fizzlechance > 95 ? 95 : fizzlechance);
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/*
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if(IsBardSong(spell_id))
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{
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//This was a channel chance modifier - no evidence for fizzle reduction
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fizzlechance -= GetAA(aaInternalMetronome) * 1.5f;
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}
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*/
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float fizzle_roll = zone->random.Real(0, 100);
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float fizzle_roll = zone->random.Real(0, 100);
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Log.Out(Logs::Detail, Logs::Spells, "Check Fizzle %s spell %d fizzlechance: %0.2f%% diff: %0.2f roll: %0.2f", GetName(), spell_id, fizzlechance, diff, fizzle_roll);
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Log.Out(Logs::Detail, Logs::Spells, "Check Fizzle %s spell %d fizzlechance: %0.2f%% diff: %0.2f roll: %0.2f", GetName(), spell_id, fizzlechance, diff, fizzle_roll);
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