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Kayen: Implemented SE_ArcheryDoubleAttack (Chance to do an extra archery attack)
Kayen: Implemented SE_ShieldEquipDmgMod (Increase damage in primary hand if shield equiped) Kayen: Implemented SE_ShieldEquipHateMod (Increase hate generated if shield equiped) Kayen: Implemented SE_TriggerOnAmountValue (Trigger spell if HP/Mana/End bellow X value or num pet on target)
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@@ -177,6 +177,7 @@ Mob::Mob(const char* in_name,
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slow_mitigation= 0;
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findable = false;
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trackable = true;
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has_shieldequiped = false;
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if(in_aa_title>0)
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aa_title = in_aa_title;
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@@ -3223,6 +3224,80 @@ void Mob::TryApplyEffect(Mob *target, uint32 spell_id)
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}
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}
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}
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void Mob::TryTriggerOnValueAmount(bool IsHP, bool IsMana, bool IsEndur, bool IsPet)
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{
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/*
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Base2 Range: 500-520 = Below (base2 - 500)*5 HP
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Base2 Range: 521 = Below (?) Mana UKNOWN - Will assume its 20% unless proven otherwise
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Base2 Range: 522 = Below (40%) Endurance
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Base2 Range: 523 = Below (40%) Mana
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Base2 Range: 220-? = Number of pets on hatelist to trigger (base2 - 220) (Set at 30 pets max for now)
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*/
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if (!spellbonuses.TriggerOnValueAmount)
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return;
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if (spellbonuses.TriggerOnValueAmount){
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int buff_count = GetMaxTotalSlots();
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for(int e = 0; e < buff_count; e++){
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uint32 spell_id = buffs[e].spellid;
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if (IsValidSpell(spell_id)){
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for(int i = 0; i < EFFECT_COUNT; i++){
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if (spells[spell_id].effectid[i] == SE_TriggerOnValueAmount){
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int base2 = spells[spell_id].base2[i];
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bool use_spell = false;
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if (IsHP){
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if ((base2 >= 500 && base2 <= 520) && GetHPRatio() < (base2 - 500)*5){
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use_spell = true;
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}
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}
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else if (IsMana){
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if ( (base2 = 521 && GetManaRatio() < 20) || (base2 = 523 && GetManaRatio() < 40)) {
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use_spell = true;
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}
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}
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else if (IsEndur){
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if (base2 = 522 && GetEndurancePercent() < 40){
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use_spell = true;
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}
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}
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else if (IsPet){
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int count = hate_list.SummonedPetCount(this);
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if ((base2 >= 220 && base2 <= 250) && count >= (base2 - 220)){
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use_spell = true;
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}
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}
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if (use_spell){
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SpellFinished(spells[spell_id].base[i], this, 10, 0, -1, spells[spell_id].ResistDiff);
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/*Note, spell data shows numhits values of 0 or 1, however many descriptions of these spells indicate they should
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be fading when consumed even with numhits of 0 (It makes sense they should fade...).
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Unless proven otherwise, they should fade when triggered. */
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if(!TryFadeEffect(e))
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BuffFadeBySlot(e);
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}
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}
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}
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}
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}
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}
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}
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//Twincast Focus effects should stack across different types (Spell, AA - when implemented ect)
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void Mob::TryTwincast(Mob *caster, Mob *target, uint32 spell_id)
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{
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@@ -4200,6 +4275,9 @@ int16 Mob::GetMeleeDamageMod_SE(uint16 skill)
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dmg_mod += itembonuses.DamageModifier[HIGHEST_SKILL+1] + spellbonuses.DamageModifier[HIGHEST_SKILL+1] + aabonuses.DamageModifier[HIGHEST_SKILL+1] +
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itembonuses.DamageModifier[skill] + spellbonuses.DamageModifier[skill] + aabonuses.DamageModifier[skill];
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if (HasShieldEquiped() && !IsOffHandAtk())
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dmg_mod += itembonuses.ShieldEquipDmgMod[0] + spellbonuses.ShieldEquipDmgMod[0] + aabonuses.ShieldEquipDmgMod[0];
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if(dmg_mod < -100)
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dmg_mod = -100;
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