Postby Hiatus » Sun Jun 05, 2011 11:24 pm
Changed a little bit of the equation, you really did not need int dexValue = player.GetModified((eProperty)player.Dexterity);. Could have just used player.Dexterity (this works better & it was tested). GetModified would bring an "invisible error" in which if a player had a certain amount of dexterity the variance would not work and the spell would hit for base dmg + spell dmg x2.
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- NightShadeNukeFix.patch
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