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removal of commented code
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@ -319,60 +319,6 @@ int32 Client::GetActSpellHealing(uint16 spell_id, int32 value, Mob* target) {
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}
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/*
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int32 Client::GetActSpellHealing(uint16 spell_id, int32 value, Mob* target) {
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int32 modifier = 100;
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int16 heal_amt = 0;
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modifier += GetFocusEffect(focusImprovedHeal, spell_id);
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modifier += GetFocusEffect(focusFcBaseEffects, spell_id);
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heal_amt += Additional_Heal(spell_id);
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int chance = 0;
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// Instant Heals
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if(spells[spell_id].buffduration < 1)
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{
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// Formula = HealAmt * (casttime + recastime) / 7; Cant trigger off spell less than 5 levels below and cant heal more than the spell itself.
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if(this->itembonuses.HealAmt && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5) {
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heal_amt = this->itembonuses.HealAmt * (spells[spell_id].cast_time + spells[spell_id].recast_time) / 7000;
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if(heal_amt > value)
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heal_amt = value;
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}
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// Check for buffs that affect the healrate of the target and critical heal rate of target
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if(GetTarget()){
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value += value * GetHealRate(spell_id) / 100;
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chance += GetCriticalHealRate(spell_id);
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}
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//Live AA - Healing Gift, Theft of Life
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chance += itembonuses.CriticalHealChance + spellbonuses.CriticalHealChance + aabonuses.CriticalHealChance;
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if (spellbonuses.CriticalRegenDecay)
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chance += GetDecayEffectValue(spell_id, SE_CriticalHealDecay);
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if(MakeRandomInt(0,99) < chance) {
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entity_list.MessageClose(this, false, 100, MT_SpellCrits, "%s performs an exceptional heal! (%d)", GetName(), ((value * modifier / 50) + heal_amt*2));
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return ((value * modifier / 50) + heal_amt*2);
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}
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else{
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return ((value * modifier / 100) + heal_amt);
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}
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}
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// Hots
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else {
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chance += itembonuses.CriticalHealOverTime + spellbonuses.CriticalHealOverTime + aabonuses.CriticalHealOverTime;
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if (spellbonuses.CriticalRegenDecay)
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chance += GetDecayEffectValue(spell_id, SE_CriticalHealDecay);
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if(MakeRandomInt(0,99) < chance)
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return ((value * modifier / 50) + heal_amt*2);
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}
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return ((value * modifier / 100) + heal_amt);
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}
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*/
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int32 Client::GetActSpellCost(uint16 spell_id, int32 cost)
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{
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// Formula = Unknown exact, based off a random percent chance up to mana cost(after focuses) of the cast spell
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