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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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+3
-3
@@ -200,7 +200,7 @@ public:
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bool IsBeneficialAllowed(Mob *target);
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virtual int GetCasterLevel(uint16 spell_id);
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void ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* newbon, uint16 casterID = 0,
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uint8 WornType = 0, uint32 ticsremaining = 0, int buffslot = -1,
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uint8 WornType = 0, uint32 ticsremaining = 0, int buffslot = -1, int instrument_mod = 10,
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bool IsAISpellEffect = false, uint16 effect_id = 0, int32 se_base = 0, int32 se_limit = 0, int32 se_max = 0);
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void NegateSpellsBonuses(uint16 spell_id);
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virtual float GetActSpellRange(uint16 spell_id, float range, bool IsBard = false);
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@@ -253,7 +253,7 @@ public:
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//Buff
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void BuffProcess();
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virtual void DoBuffTic(uint16 spell_id, int slot, uint32 ticsremaining, uint8 caster_level, Mob* caster = 0);
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virtual void DoBuffTic(const Buffs_Struct &buff, int slot, Mob* caster = nullptr);
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void BuffFadeBySpellID(uint16 spell_id);
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void BuffFadeByEffect(int effectid, int skipslot = -1);
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void BuffFadeAll();
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@@ -857,7 +857,7 @@ public:
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virtual uint32 GetAA(uint32 aa_id) const { return(0); }
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uint32 GetInstrumentMod(uint16 spell_id) const;
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int CalcSpellEffectValue(uint16 spell_id, int effect_id, int caster_level = 1, Mob *caster = nullptr, int ticsremaining = 0);
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int CalcSpellEffectValue(uint16 spell_id, int effect_id, int caster_level = 1, uint32 instrument_mod = 10, Mob *caster = nullptr, int ticsremaining = 0);
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int CalcSpellEffectValue_formula(int formula, int base, int max, int caster_level, uint16 spell_id, int ticsremaining = 0);
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virtual int CheckStackConflict(uint16 spellid1, int caster_level1, uint16 spellid2, int caster_level2, Mob* caster1 = nullptr, Mob* caster2 = nullptr, int buffslot = -1);
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uint32 GetCastedSpellInvSlot() const { return casting_spell_inventory_slot; }
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