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[Spells] Update SPA 339 SE_TriggerOnCast (#1478)
* Recoded SE_TriggerOnCast Focus effect Recoded SE_TriggerOnCast focus effect to be consistent with how all other focuses are checked. No longer an arbitrary limit as to number of a focus effects of this type you can have. * new command: resetdisc_timer usage: #resetdisc_timer [all | timer_id] * syntax fixes syntax improvements * minor fix changed numhits check * Update spell_effects.cpp * added better support for spell procs that don't require target. * syntax * Formatting and syntax tweaks Co-authored-by: Akkadius <akkadius1@gmail.com>
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+1
-39
@@ -1065,19 +1065,6 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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}
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break;
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case SE_TriggerOnCast:
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for (int i = 0; i < MAX_SPELL_TRIGGER; i++) {
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if (newbon->SpellTriggers[i] == rank.id)
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break;
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if (!newbon->SpellTriggers[i]) {
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// Save the 'rank.id' of each triggerable effect to an array
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newbon->SpellTriggers[i] = rank.id;
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break;
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}
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}
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break;
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case SE_CriticalHitChance: {
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// Bad data or unsupported new skill
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@@ -2538,19 +2525,6 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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break;
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}
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case SE_TriggerOnCast:
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{
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for(int e = 0; e < MAX_SPELL_TRIGGER; e++)
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{
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if(!new_bonus->SpellTriggers[e])
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{
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new_bonus->SpellTriggers[e] = spell_id;
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break;
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}
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}
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break;
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}
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case SE_SpellCritChance:
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new_bonus->CriticalSpellChance += effect_value;
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break;
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@@ -3816,8 +3790,7 @@ uint8 Mob::IsFocusEffect(uint16 spell_id,int effect_index, bool AA,uint32 aa_eff
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case SE_ReduceReuseTimer:
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return focusReduceRecastTime;
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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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return focusTriggerOnCast;
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case SE_FcSpellVulnerability:
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return focusSpellVulnerability;
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case SE_Fc_Spell_Damage_Pct_IncomingPC:
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@@ -4433,17 +4406,6 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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break;
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}
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case SE_TriggerOnCast:
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{
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for(int e = 0; e < MAX_SPELL_TRIGGER; e++)
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{
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spellbonuses.SpellTriggers[e] = effect_value;
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aabonuses.SpellTriggers[e] = effect_value;
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itembonuses.SpellTriggers[e] = effect_value;
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}
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break;
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}
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case SE_SpellCritChance:
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spellbonuses.CriticalSpellChance = effect_value;
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aabonuses.CriticalSpellChance = effect_value;
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