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SE_ApplySpell and SE_TriggerSpell will now be applied based on which effect slot they are used in (instead of always before all spell effects are checked).
Note: If a spell has multiple SE_TriggerSpell effects within it. Only one will be able to trigger. (If you want multiple spells use SE_ApplySpell)
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+13
-14
@@ -3031,12 +3031,11 @@ void Mob::TriggerOnCast(uint32 focus_spell, uint32 spell_id, bool aa_trigger)
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}
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}
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void Mob::TrySpellTrigger(Mob *target, uint32 spell_id)
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bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
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{
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if(target == nullptr || !IsValidSpell(spell_id))
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{
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return;
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}
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if(!target || !IsValidSpell(spell_id))
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return false;
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int spell_trig = 0;
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// Count all the percentage chances to trigger for all effects
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for(int i = 0; i < EFFECT_COUNT; i++)
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@@ -3055,8 +3054,10 @@ void Mob::TrySpellTrigger(Mob *target, uint32 spell_id)
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if(MakeRandomInt(0, trig_chance) <= spells[spell_id].base[i])
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{
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// If we trigger an effect then its over.
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SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
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break;
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if (IsValidSpell(spells[spell_id].base2[i])){
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SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
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return true;
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}
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}
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else
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{
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@@ -3070,17 +3071,15 @@ void Mob::TrySpellTrigger(Mob *target, uint32 spell_id)
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// if the chances don't add to 100, then each effect gets a chance to fire, chance for no trigger as well.
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else
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{
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for(int i = 0; i < EFFECT_COUNT; i++)
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if(MakeRandomInt(0, 100) <= spells[spell_id].base[effect])
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{
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if (spells[spell_id].effectid[i] == SE_SpellTrigger)
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{
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if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
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{
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SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
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}
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if (IsValidSpell(spells[spell_id].base2[effect])){
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SpellFinished(spells[spell_id].base2[effect], target, 10, 0, -1, spells[spell_id].ResistDiff);
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return true; //Only trigger once of these per spell effect.
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}
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}
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}
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return false;
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}
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void Mob::TryTriggerOnValueAmount(bool IsHP, bool IsMana, bool IsEndur, bool IsPet)
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