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9 years ago
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uint32_t getBaseMagicLevel() const {
uint32_t getBaseMagicLevel() const {
return magLevel;
return magLevel;
}
}
uint8_t getMagicLevelPercent() const {
uint8_t getMagicLevelPercent() const {
return magLevelPercent;
return magLevelPercent;
}
}
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// custom edit : passive damage bonus
uint16_t getPassiveDamageBonus() const {
return passiveDamageBonus;
}
void setPassiveDamageBonus(uint16_t newValue)
{
passiveDamageBonus = newValue;
}
// end custom edit
uint8_t getSoul() const {
uint8_t getSoul() const {
return soul;
return soul;
}
}
bool isAccessPlayer() const {
bool isAccessPlayer() const {
return group->access;
return group->access;
}
}
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uint32_t getBaseMagicLevel() const { return magLevel; } uint8_t getMagicLevelPercent() const { return magLevelPercent; } uint8_t getSoul() const { return soul; } bool isAccessPlayer() const { return group->access; }
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uint32_t getBaseMagicLevel() const { return magLevel; } uint8_t getMagicLevelPercent() const { return magLevelPercent; } // custom edit : passive damage bonus uint16_t getPassiveDamageBonus() const { return passiveDamageBonus; } void setPassiveDamageBonus(uint16_t newValue) { passiveDamageBonus = newValue; } // end custom edit uint8_t getSoul() const { return soul; } bool isAccessPlayer() const { return group->access; }
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