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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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250 lines
7.1 KiB
C++
250 lines
7.1 KiB
C++
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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#include "magic_action.h"
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#include "magic_phrase.h"
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#include "creature.h"
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#include "character.h"
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#include "phrase_utilities_functions.h"
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#include "game_share/entity_structure/statistic.h"
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#include "game_share/magic_fx.h"
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#include "s_link_effect_debuff_stat.h"
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using namespace NLNET;
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using namespace NLMISC;
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using namespace RY_GAME_SHARE;
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using namespace std;
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/// affect a stat.
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/// Put an update period of 0 ( updtae each tick )
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class CMagicActionAffectStat : public IMagicAction
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{
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public:
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CMagicActionAffectStat()
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:_Modifier(0),_Multiplier(0),_Stat(0),_Type(STAT_TYPES::Unknown),_CostPerUpdate(0),_UpdatePeriod(0),_EffectFamily(EFFECT_FAMILIES::Unknown),_Power(0){}
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protected:
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virtual bool addBrick( const CStaticBrick & brick, CMagicPhrase * phrase, bool &effectEnd )
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{
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for ( uint i=0 ; i<brick.Params.size() ; ++i)
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{
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switch(brick.Params[i]->id())
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{
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case TBrickParam::MA_END:
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INFOLOG("MA_END Found: end of effect");
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effectEnd = true;
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return true;
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case TBrickParam::MA_EFFECT:
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INFOLOG("MA_EFFECT: %s",((CSBrickParamMagicEffect *)brick.Params[i])->Effect.c_str());
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_EffectFamily = EFFECT_FAMILIES::toEffectFamily( ((CSBrickParamMagicEffect *)brick.Params[i])->Effect );
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if ( _EffectFamily == EFFECT_FAMILIES::Unknown )
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{
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nlwarning("<CMagicActionNegativeEffect addBrick> invalid effect type %s", ((CSBrickParamMagicEffect *)brick.Params[i])->Effect.c_str());
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return false;
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}
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break;
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case TBrickParam::MA_EFFECT_MOD:
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INFOLOG("MA_EFFECT_MOD: %u",((CSBrickParamMagicEffectMod *)brick.Params[i])->EffectMod);
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_Modifier = ((CSBrickParamMagicEffectMod *)brick.Params[i])->EffectMod;
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break;
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case TBrickParam::MA_EFFECT_MULT:
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INFOLOG("MA_EFFECT_MULT: %f",((CSBrickParamMagicEffectMult *)brick.Params[i])->EffectMult);
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_Multiplier = ((CSBrickParamMagicEffectMult *)brick.Params[i])->EffectMult;
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break;
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case TBrickParam::MA_LINK_COST:
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INFOLOG("MA_LINK_COST: %u",((CSBrickParamMagicLinkCost *)brick.Params[i])->Cost);
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_CostPerUpdate = ((CSBrickParamMagicLinkCost *)brick.Params[i])->Cost;
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break;
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case TBrickParam::MA_LINK_POWER:
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INFOLOG("MA_LINK_POWER: %u",((CSBrickParamMagicLinkPower *)brick.Params[i])->Power);
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_Power = (uint8) ( ((CSBrickParamMagicLinkPower *)brick.Params[i])->Power );
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break;
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case TBrickParam::MA_STAT:
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{
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INFOLOG("MA_STAT: type %s",((CSBrickParamMagicStat *)brick.Params[i])->Type.c_str());
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INFOLOG("MA_STAT: stat %s",((CSBrickParamMagicStat *)brick.Params[i])->Stat.c_str());
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_Type = STAT_TYPES::toStatType( ((CSBrickParamMagicStat *)brick.Params[i])->Type );
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const std::string & value = ((CSBrickParamMagicStat *)brick.Params[i])->Stat;
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switch( _Type )
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{
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case STAT_TYPES::Skill:
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_Stat = (uint) SKILLS::toSkill(value);
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if ( _Stat == (uint) SKILLS::unknown )
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{
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nlwarning("<CMagicActionAffectStat addBrick> invalid skill %s", value.c_str() );
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return false;
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}
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break;
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case STAT_TYPES::Score:
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_Stat = (uint) SCORES::toScore(value);
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if ( _Stat == (uint) SCORES::unknown )
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{
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nlwarning("<CMagicActionAffectStat addBrick> invalid score %s", value.c_str() );
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return false;
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}
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break;
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case STAT_TYPES::Speed:
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_Stat = 0;
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break;
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default:
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nlwarning("<CMagicActionAffectStat addBrick> invalid stat type %s", ((CSBrickParamMagicStat *)brick.Params[i])->Type.c_str() );
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return false;
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}
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break;
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}
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default:
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// unused param, can be useful in the phrase
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phrase->applyBrickParam( brick.Params[i] );
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break;
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}
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}
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///\todo nico: check if everything is set
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return true;
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}
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virtual bool validate(CMagicPhrase * phrase)
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{
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if ( _Modifier < 0 || _Multiplier < 1.0f )
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return PHRASE_UTILITIES::validateSpellTarget(phrase->getActor(),phrase->getTargets()[0],ACTNATURE::OFFENSIVE);
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return PHRASE_UTILITIES::validateSpellTarget(phrase->getActor(),phrase->getTargets()[0],ACTNATURE::DEFENSIVE);
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}
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virtual void apply( CMagicPhrase * phrase, float successFactor,MBEHAV::CBehaviour & behav, bool isMad )
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{
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behav.Spell.SpellMode = 0;
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//behav.Spell.Resist = 0;
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//behav.Spell.KillingBlow = 0;
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behav.Spell.SpellIntensity = 5;
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CEntityBase* actor = CEntityBaseManager::getEntityBasePtr( phrase->getActor() );
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if (!actor)
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return;
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if ( successFactor <= 0.0f )
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{
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if ( actor->getId().getType() == RYZOMID::player )
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CCharacter::sendMessageToClient( actor->getId(),"MAGIC_TOTAL_MISS" );
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return;
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}
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/// apply success factor
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_Modifier = uint32( _Modifier * successFactor);
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_Multiplier *= successFactor;
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const std::vector< TDataSetRow > & targets = phrase->getTargets();
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SCORES::TScores linkEnergy;
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if ( phrase->getHPCost() > 0 )
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{
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linkEnergy = SCORES::hit_points;
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}
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else
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linkEnergy = SCORES::sap;
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for ( uint i = 0; i < targets.size(); i++ )
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{
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// check target
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CEntityBase* target = CEntityBaseManager::getEntityBasePtr( targets[i] );
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if ( !target)
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continue;
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/// someone can only have 1 effect of a given type on a creature
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const std::vector< CSEffect* > & effects = target->getSEffects();
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for (uint j = 0; j < effects.size(); j++ )
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{
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if ( effects[j]->getFamily() == _EffectFamily && effects[j]->getCreatorRowId() == phrase->getActor( ) )
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{
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return;
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}
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}
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if ( isMad || PHRASE_UTILITIES::validateSpellTarget(actor->getEntityRowId(),target->getEntityRowId(),ACTNATURE::DEFENSIVE) )
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{
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if ( _Modifier < 0 || _Multiplier < 1.0f )
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{
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CSLinkEffectDebuffStat* effect = new CSLinkEffectDebuffStat(
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phrase->getActor(),
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targets[i],
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_EffectFamily,
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_UpdatePeriod,
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linkEnergy,
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_Skill,
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_Modifier,
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_Multiplier,
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_Type,
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_Stat,
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_Power);
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actor->addLink( effect );
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target->addSabrinaEffect( effect );
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behav.Spell.SpellId = MAGICFX::toMagicFx( _EffectFamily );
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}
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else
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{
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///\todo nico : buff...
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}
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}
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}
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}
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sint32 _Modifier;
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float _Multiplier;
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uint8 _Stat;
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STAT_TYPES::TStatType _Type;
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uint8 _Power;
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NLMISC::TGameCycle _UpdatePeriod;
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sint32 _CostPerUpdate;
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EFFECT_FAMILIES::TEffectFamily _EffectFamily;
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};
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BEGIN_MAGIC_ACTION_FACTORY(CMagicActionAffectStat)
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ADD_MAGIC_ACTION_TYPE( "mlosmp" )
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END_MAGIC_ACTION_FACTORY(CMagicActionAffectStat)
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