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Change GetSkill to use SkillModMax for clients
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@ -490,6 +490,7 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAu
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(item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue))
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(item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue))
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{
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{
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newbon->skillmod[item->SkillModType] = item->SkillModValue;
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newbon->skillmod[item->SkillModType] = item->SkillModValue;
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newbon->skillmodmax[item->SkillModType] = item->SkillModMax;
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}
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}
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}
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}
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@ -679,7 +679,7 @@ public:
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void IncreaseSkill(int skill_id, int value = 1) { if (skill_id <= HIGHEST_SKILL) { m_pp.skills[skill_id] += value; } }
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void IncreaseSkill(int skill_id, int value = 1) { if (skill_id <= HIGHEST_SKILL) { m_pp.skills[skill_id] += value; } }
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void IncreaseLanguageSkill(int skill_id, int value = 1);
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void IncreaseLanguageSkill(int skill_id, int value = 1);
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virtual uint16 GetSkill(SkillUseTypes skill_id) const { if (skill_id <= HIGHEST_SKILL) { return((itembonuses.skillmod[skill_id] > 0) ? m_pp.skills[skill_id] * (100 + itembonuses.skillmod[skill_id]) / 100 : m_pp.skills[skill_id]); } return 0; }
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virtual uint16 GetSkill(SkillUseTypes skill_id) const {if (skill_id <= HIGHEST_SKILL) {return(itembonuses.skillmod[skill_id] > 0 ? (itembonuses.skillmodmax[skill_id] > 0 ? std::min(m_pp.skills[skill_id] + itembonuses.skillmodmax[skill_id], m_pp.skills[skill_id] * (100 + itembonuses.skillmod[skill_id]) / 100) : m_pp.skills[skill_id] * (100 + itembonuses.skillmod[skill_id]) / 100) : m_pp.skills[skill_id]);} return 0;}
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uint32 GetRawSkill(SkillUseTypes skill_id) const { if (skill_id <= HIGHEST_SKILL) { return(m_pp.skills[skill_id]); } return 0; }
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uint32 GetRawSkill(SkillUseTypes skill_id) const { if (skill_id <= HIGHEST_SKILL) { return(m_pp.skills[skill_id]); } return 0; }
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bool HasSkill(SkillUseTypes skill_id) const;
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bool HasSkill(SkillUseTypes skill_id) const;
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bool CanHaveSkill(SkillUseTypes skill_id) const;
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bool CanHaveSkill(SkillUseTypes skill_id) const;
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@ -278,6 +278,7 @@ struct StatBonuses {
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float AggroRange; // when calculate just replace original value with this
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float AggroRange; // when calculate just replace original value with this
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float AssistRange;
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float AssistRange;
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int32 skillmod[HIGHEST_SKILL+1];
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int32 skillmod[HIGHEST_SKILL+1];
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int32 skillmodmax[HIGHEST_SKILL+1];
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int effective_casting_level;
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int effective_casting_level;
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int reflect_chance; // chance to reflect incoming spell
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int reflect_chance; // chance to reflect incoming spell
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uint32 singingMod;
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uint32 singingMod;
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