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Bard instrument mods should be more consistent with live
Changes: Mods are now saved for in the DB so they are loaded on zone This allows long duration buffs from bards that get mods to keep their mods Ex. Selo's, Symphony of Battle Instrument mods are applied to basically anything that is an instrument skill The only exception to this is discs (ex. Puretone is Singing but always 10) Singing spells from procs (Ex. Storm Blade) that are instrument skills should inherit their buffs instrument mod. Doom effects should also. This isn't implemented yet.
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+7
-7
@@ -72,7 +72,7 @@
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#include "../common/eqemu_logsys.h"
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#include "../common/eqemu_logsys.h"
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#include "classes.h"
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#include "spdat.h"
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@@ -162,7 +162,7 @@ bool IsCureSpell(uint16 spell_id)
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bool CureEffect = false;
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for(int i = 0; i < EFFECT_COUNT; i++){
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if (sp.effectid[i] == SE_DiseaseCounter || sp.effectid[i] == SE_PoisonCounter
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if (sp.effectid[i] == SE_DiseaseCounter || sp.effectid[i] == SE_PoisonCounter
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|| sp.effectid[i] == SE_CurseCounter || sp.effectid[i] == SE_CorruptionCounter)
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CureEffect = true;
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}
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@@ -405,7 +405,7 @@ bool IsPartialCapableSpell(uint16 spell_id)
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{
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if (spells[spell_id].no_partial_resist)
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return false;
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if (IsPureNukeSpell(spell_id))
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return true;
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@@ -447,7 +447,7 @@ bool IsTGBCompatibleSpell(uint16 spell_id)
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bool IsBardSong(uint16 spell_id)
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{
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if (IsValidSpell(spell_id) && spells[spell_id].classes[BARD - 1] < 255)
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if (IsValidSpell(spell_id) && spells[spell_id].classes[BARD - 1] < 127 && !spells[spell_id].IsDisciplineBuff)
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return true;
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return false;
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@@ -693,9 +693,9 @@ bool IsCombatSkill(uint16 spell_id)
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{
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if (!IsValidSpell(spell_id))
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return false;
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//Check if Discipline
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if ((spells[spell_id].mana == 0 && (spells[spell_id].EndurCost || spells[spell_id].EndurUpkeep)))
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if ((spells[spell_id].mana == 0 && (spells[spell_id].EndurCost || spells[spell_id].EndurUpkeep)))
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return true;
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return false;
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@@ -1040,7 +1040,7 @@ bool IsCastonFadeDurationSpell(uint16 spell_id)
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bool IsPowerDistModSpell(uint16 spell_id)
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{
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if (IsValidSpell(spell_id) &&
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if (IsValidSpell(spell_id) &&
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(spells[spell_id].max_dist_mod || spells[spell_id].min_dist_mod) && spells[spell_id].max_dist > spells[spell_id].min_dist)
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return true;
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