forked from teamnwah/openmw-tes3coop
Use the formula from the wiki for spell success.
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2 changed files with 67 additions and 67 deletions
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#ifndef MWMECHANICS_SPELLSUCCESS_H
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#ifndef MWMECHANICS_SPELLSUCCESS_H
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#define MWMECHANICS_SPELLSUCCESS_H
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#define MWMECHANICS_SPELLSUCCESS_H
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#include <cfloat>
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#include "../mwbase/world.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/environment.hpp"
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@ -27,92 +29,91 @@ namespace MWMechanics
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return schoolSkillMap[school];
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return schoolSkillMap[school];
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}
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}
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inline int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor)
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{
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NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
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// determine the spell's school
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// this is always the school where the player's respective skill is the least advanced
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// out of all the magic effects' schools
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const std::vector<ESM::ENAMstruct>& effects = spell->mEffects.mList;
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int school = -1;
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int skillLevel = -1;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = effects.begin();
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it != effects.end(); ++it)
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{
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const ESM::MagicEffect* effect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(it->mEffectID);
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int _school = effect->mData.mSchool;
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int _skillLevel = stats.getSkill (spellSchoolToSkill(_school)).getModified();
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if (school == -1)
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{
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school = _school;
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skillLevel = _skillLevel;
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}
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else if (_skillLevel < skillLevel)
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{
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school = _school;
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skillLevel = _skillLevel;
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}
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}
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return school;
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}
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inline int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor)
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{
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const ESM::Spell* spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
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return getSpellSchool(spell, actor);
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}
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// UESP wiki / Morrowind/Spells:
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// Chance of success is (Spell's skill * 2 + Willpower / 5 + Luck / 10 - Spell cost - Sound magnitude) * (Current fatigue + Maximum Fatigue * 1.5) / Maximum fatigue * 2
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/**
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/**
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* @param spell spell to cast
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* @param spell spell to cast
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* @param actor calculate spell success chance for this actor (depends on actor's skills)
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* @param actor calculate spell success chance for this actor (depends on actor's skills)
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* @param effectiveSchool the spell's effective school (relevant for skill progress) will be written here
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* @attention actor has to be an NPC and not a creature!
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* @attention actor has to be an NPC and not a creature!
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* @return success chance from 0 to 100 (in percent)
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* @return success chance from 0 to 100 (in percent)
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*/
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*/
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inline float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor)
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inline float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL)
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{
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{
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if (spell->mData.mFlags & ESM::Spell::F_Always // spells with this flag always succeed (usually birthsign spells)
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|| spell->mData.mType == ESM::Spell::ST_Power) // powers always succeed, but can be cast only once per day
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return 100.0;
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if (spell->mEffects.mList.size() == 0)
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return 0.0;
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NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
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NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
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CreatureStats& creatureStats = MWWorld::Class::get(actor).getCreatureStats(actor);
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CreatureStats& creatureStats = MWWorld::Class::get(actor).getCreatureStats(actor);
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int skillLevel = stats.getSkill (spellSchoolToSkill(getSpellSchool(spell, actor))).getModified();
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if (creatureStats.getMagicEffects().get(ESM::MagicEffect::Silence).mMagnitude)
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return 0;
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// Sound magic effect (reduces spell casting chance)
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if (spell->mData.mType != ESM::Spell::ST_Spell)
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int soundMagnitude = creatureStats.getMagicEffects().get (MWMechanics::EffectKey (48)).mMagnitude;
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return 100;
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int willpower = creatureStats.getAttribute(ESM::Attribute::Willpower).getModified();
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if (spell->mData.mFlags & ESM::Spell::F_Always)
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int luck = creatureStats.getAttribute(ESM::Attribute::Luck).getModified();
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return 100;
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int currentFatigue = creatureStats.getFatigue().getCurrent();
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int maxFatigue = creatureStats.getFatigue().getModified();
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int spellCost = spell->mData.mCost;
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// There we go, all needed variables are there, lets go
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float y = FLT_MAX;
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float chance = (float(skillLevel * 2) + float(willpower)/5.0 + float(luck)/ 10.0 - spellCost - soundMagnitude) * (float(currentFatigue + maxFatigue * 1.5)) / float(maxFatigue * 2.0);
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float lowestSkill = 0;
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chance = std::max(0.0f, std::min(100.0f, chance)); // clamp to 0 .. 100
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for (std::vector<ESM::ENAMstruct>::const_iterator it = spell->mEffects.mList.begin(); it != spell->mEffects.mList.end(); ++it)
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{
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float x = it->mDuration;
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
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it->mEffectID);
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if (!(magicEffect->mData.mFlags & ESM::MagicEffect::UncappedDamage))
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x = std::max(1.f, x);
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x *= 0.1 * magicEffect->mData.mBaseCost;
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x *= 0.5 * (it->mMagnMin + it->mMagnMax);
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x *= it->mArea * 0.05 * magicEffect->mData.mBaseCost;
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if (it->mRange == ESM::RT_Target)
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x *= 1.5;
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static const float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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"fEffectCostMult")->getFloat();
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x *= fEffectCostMult;
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return chance;
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float s = 2 * stats.getSkill(spellSchoolToSkill(magicEffect->mData.mSchool)).getModified();
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if (s - x < y)
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{
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y = s - x;
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if (effectiveSchool)
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*effectiveSchool = magicEffect->mData.mSchool;
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lowestSkill = s;
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}
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}
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int castBonus = -stats.getMagicEffects().get(ESM::MagicEffect::Sound).mMagnitude;
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int actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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int actorLuck = stats.getAttribute(ESM::Attribute::Luck).getModified();
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float castChance = (lowestSkill - spell->mData.mCost + castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * stats.getFatigueTerm();
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if (MWBase::Environment::get().getWorld()->getGodModeState() && actor.getRefData().getHandle() == "player")
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castChance = 100;
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return std::max(0.f, std::min(100.f, castChance));
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}
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}
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inline float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor)
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inline float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL)
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{
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{
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const ESM::Spell* spell =
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const ESM::Spell* spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
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return getSpellSuccessChance(spell, actor);
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return getSpellSuccessChance(spell, actor, effectiveSchool);
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}
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}
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/// @note this only works for ST_Spell
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inline int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor)
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{
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int school = 0;
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getSpellSuccessChance(spellId, actor, &school);
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return school;
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}
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/// @note this only works for ST_Spell
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inline int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor)
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{
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int school = 0;
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getSpellSuccessChance(spell, actor, &school);
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return school;
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}
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}
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}
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#endif
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#endif
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@ -2105,8 +2105,7 @@ namespace MWWorld
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return;
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return;
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}
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}
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// Note: F_Always spells don't contribute to skill progress
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if (actor == getPlayer().getPlayer() && spell->mData.mType == ESM::Spell::ST_Spell)
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if (actor == getPlayer().getPlayer() && !(spell->mData.mFlags & ESM::Spell::F_Always))
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actor.getClass().skillUsageSucceeded(actor,
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actor.getClass().skillUsageSucceeded(actor,
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MWMechanics::spellSchoolToSkill(MWMechanics::getSpellSchool(selectedSpell, actor)), 0);
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MWMechanics::spellSchoolToSkill(MWMechanics::getSpellSchool(selectedSpell, actor)), 0);
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