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@ -1064,18 +1064,22 @@ namespace MWMechanics
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::RestoreHealth, magnitude);
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::RestoreHealth, magnitude);
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break;
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break;
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case ESM::MagicEffect::DamageHealth:
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case ESM::MagicEffect::DamageHealth:
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receivedMagicDamage = true;
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
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break;
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case ESM::MagicEffect::DamageMagicka:
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case ESM::MagicEffect::DamageMagicka:
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case ESM::MagicEffect::DamageFatigue:
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case ESM::MagicEffect::DamageFatigue:
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receivedMagicDamage = true;
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
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break;
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break;
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case ESM::MagicEffect::AbsorbHealth:
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case ESM::MagicEffect::AbsorbHealth:
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case ESM::MagicEffect::AbsorbMagicka:
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case ESM::MagicEffect::AbsorbFatigue:
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if (magnitude > 0.f)
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if (magnitude > 0.f)
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receivedMagicDamage = true;
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receivedMagicDamage = true;
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
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break;
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break;
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case ESM::MagicEffect::AbsorbMagicka:
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case ESM::MagicEffect::AbsorbFatigue:
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
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break;
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case ESM::MagicEffect::DisintegrateArmor:
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case ESM::MagicEffect::DisintegrateArmor:
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{
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{
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