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AI: take into account success chance when rating a spell
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@ -167,7 +167,8 @@ namespace MWMechanics
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{
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{
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const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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if (MWMechanics::getSpellSuccessChance(spell, actor) == 0)
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float successChance = MWMechanics::getSpellSuccessChance(spell, actor);
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if (successChance == 0.f)
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return 0.f;
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return 0.f;
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if (spell->mData.mType != ESM::Spell::ST_Spell)
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if (spell->mData.mType != ESM::Spell::ST_Spell)
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@ -192,7 +193,7 @@ namespace MWMechanics
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if ( ((types & Touch) || (types & Target)) && target.getClass().getCreatureStats(target).getActiveSpells().isSpellActive(spell->mId))
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if ( ((types & Touch) || (types & Target)) && target.getClass().getCreatureStats(target).getActiveSpells().isSpellActive(spell->mId))
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return 0.f;
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return 0.f;
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return rateEffects(spell->mEffects, actor, target);
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return rateEffects(spell->mEffects, actor, target) * (successChance / 100.f);
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}
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}
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float rateMagicItem(const MWWorld::Ptr &ptr, const MWWorld::Ptr &actor, const MWWorld::Ptr& target)
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float rateMagicItem(const MWWorld::Ptr &ptr, const MWWorld::Ptr &actor, const MWWorld::Ptr& target)
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