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[Fix] Fix Spell Cast Time reduction issues (#1369)
Remove the overloads that don't make sense (bots probably doesn't make sense either, but too lazy) Fix the formulas Removed the Spells:MaxCastTimeReduction rule since this is HARDCODED in the client so it doesn't really make sense to have it as a customization point. If you want to hack the client, change the hardcode as well I guess.
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@@ -407,29 +407,6 @@ int32 Mob::GetActSpellDuration(uint16 spell_id, int32 duration)
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return ifocused + 1;
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}
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int32 Client::GetActSpellCasttime(uint16 spell_id, int32 casttime)
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{
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int32 cast_reducer = 0;
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cast_reducer += GetFocusEffect(focusSpellHaste, spell_id);
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//this function loops through the effects of spell_id many times
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//could easily be consolidated.
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if (GetLevel() >= 51 && casttime >= 3000 && !BeneficialSpell(spell_id)
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&& (GetClass() == SHADOWKNIGHT || GetClass() == RANGER
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|| GetClass() == PALADIN || GetClass() == BEASTLORD ))
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cast_reducer += (GetLevel()-50)*3;
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//LIVE AA SpellCastingDeftness, QuickBuff, QuickSummoning, QuickEvacuation, QuickDamage
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if (cast_reducer > RuleI(Spells, MaxCastTimeReduction))
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cast_reducer = RuleI(Spells, MaxCastTimeReduction);
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casttime = (casttime*(100 - cast_reducer)/100);
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return casttime;
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}
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bool Client::TrainDiscipline(uint32 itemid) {
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//get the item info
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