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@ -178,7 +178,7 @@ namespace MWMechanics
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{
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// NOTE: target may be empty
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float baseRating = 1;
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float rating = 1;
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switch (effect.mEffectID)
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{
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case ESM::MagicEffect::Soultrap:
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@ -231,24 +231,11 @@ namespace MWMechanics
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}
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break;
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// Give a small boost to all direct damage effects. This is combat, after all!
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case ESM::MagicEffect::FireDamage:
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case ESM::MagicEffect::ShockDamage:
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case ESM::MagicEffect::FrostDamage:
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case ESM::MagicEffect::Poison:
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case ESM::MagicEffect::AbsorbHealth:
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case ESM::MagicEffect::DamageHealth:
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baseRating *= 4;
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break;
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case ESM::MagicEffect::Paralyze: // *Evil laughter*
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baseRating *= 5;
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break;
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// TODO: rate these effects very high if we are currently suffering from negative effects that could be cured
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case ESM::MagicEffect::Dispel:
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case ESM::MagicEffect::CureParalyzation:
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case ESM::MagicEffect::CurePoison:
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return 0.f;
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break;
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default:
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@ -261,12 +248,10 @@ namespace MWMechanics
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
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baseRating *= magicEffect->mData.mBaseCost;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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return 0.f; // No clue how useful this would be; will need special cases for each effect
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rating *= magicEffect->mData.mBaseCost;
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float rating = baseRating * (effect.mMagnMin + effect.mMagnMax)/2.f;
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if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude))
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rating *= (effect.mMagnMin + effect.mMagnMax)/2.f;
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if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration))
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rating *= effect.mDuration;
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