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Implemented SE_SongModCap
Bard AAs Ayonaes Tutelage and Echo of Taelosia implemented as bonuses Remember to run the SQL!
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+8
-10
@@ -1792,9 +1792,10 @@ int16 Client::CalcATK() {
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return(ATK);
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}
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uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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if(GetClass() != BARD)
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return(10);
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uint16 Mob::GetInstrumentMod(uint16 spell_id) const
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{
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if (GetClass() != BARD)
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return 10;
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uint16 effectmod = 10;
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int effectmodcap = RuleI(Character, BaseInstrumentSoftCap);
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@@ -1804,7 +1805,7 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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//because the spells are supposed to act just like having the intrument.
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//item mods are in 10ths of percent increases
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switch(spells[spell_id].skill) {
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switch (spells[spell_id].skill) {
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case SkillPercussionInstruments:
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if(itembonuses.percussionMod == 0 && spellbonuses.percussionMod == 0)
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effectmod = 10;
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@@ -1863,12 +1864,9 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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break;
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}
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// TODO: These shouldn't be hardcoded.
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effectmodcap += GetAA(aaAyonaesTutelage);
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effectmodcap += GetAA(aaEchoofTaelosia);
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effectmodcap += aabonuses.songModCap + spellbonuses.songModCap;
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if(effectmod < 10)
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if (effectmod < 10)
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effectmod = 10;
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if (effectmod > effectmodcap)
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@@ -1877,7 +1875,7 @@ uint16 Mob::GetInstrumentMod(uint16 spell_id) const {
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_log(SPELLS__BARDS, "%s::GetInstrumentMod() spell=%d mod=%d modcap=%d\n",
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GetName(), spell_id, effectmod, effectmodcap);
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return(effectmod);
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return effectmod;
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}
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void Client::CalcMaxEndurance()
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