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Merge with master
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+17
-21
@@ -1212,6 +1212,10 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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case SE_CriticalMend:
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newbon->CriticalMend += base1;
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break;
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case SE_HealRate:
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newbon->HealRate += base1;
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break;
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}
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}
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}
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@@ -1603,10 +1607,6 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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newbon->MeleeMitigation -= effect_value;
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break;
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case SE_IncreaseHitDmgTaken:
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newbon->MeleeMitigation += effect_value;
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break;
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case SE_CriticalHitChance:
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{
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@@ -2773,12 +2773,12 @@ uint8 Mob::IsFocusEffect(uint16 spell_id,int effect_index, bool AA,uint32 aa_eff
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case SE_TriggerOnCast:
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//return focusTriggerOnCast;
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return 0; //This is calculated as an actual bonus
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case SE_SpellVulnerability:
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case SE_FcSpellVulnerability:
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return focusSpellVulnerability;
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case SE_BlockNextSpellFocus:
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//return focusBlockNextSpell;
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return 0; //This is calculated as an actual bonus
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case SE_Twincast:
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case SE_FcTwincast:
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return focusTwincast;
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case SE_SympatheticProc:
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return focusSympatheticProc;
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@@ -2792,24 +2792,26 @@ uint8 Mob::IsFocusEffect(uint16 spell_id,int effect_index, bool AA,uint32 aa_eff
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return focusFcDamageAmtIncoming;
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case SE_FcHealAmtIncoming:
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return focusFcHealAmtIncoming;
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case SE_HealRate2:
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return focusHealRate;
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case SE_FcHealPctIncoming:
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return focusFcHealPctIncoming;
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case SE_FcBaseEffects:
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return focusFcBaseEffects;
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case SE_IncreaseNumHits:
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case SE_FcIncreaseNumHits:
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return focusIncreaseNumHits;
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case SE_FcLimitUse:
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return focusFcLimitUse;
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case SE_FcMute:
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return focusFcMute;
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case SE_FcTimerRefresh:
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return focusFcTimerRefresh;
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case SE_FcStunTimeMod:
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return focusFcStunTimeMod;
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case SE_CriticalHealRate:
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return focusCriticalHealRate;
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case SE_AdditionalHeal2:
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return focusAdditionalHeal2;
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case SE_AdditionalHeal:
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return focusAdditionalHeal;
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case SE_FcHealPctCritIncoming:
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return focusFcHealPctCritIncoming;
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case SE_FcHealAmt:
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return focusFcHealAmt;
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case SE_FcHealAmtCrit:
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return focusFcHealAmtCrit;
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}
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return 0;
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}
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@@ -3115,12 +3117,6 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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aabonuses.MeleeMitigation = effect_value;
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break;
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case SE_IncreaseHitDmgTaken:
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spellbonuses.MeleeMitigation = effect_value;
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itembonuses.MeleeMitigation = effect_value;
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aabonuses.MeleeMitigation = effect_value;
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break;
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case SE_CriticalHitChance:
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{
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for(int e = 0; e < HIGHEST_SKILL+1; e++)
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