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Prevent spell priority skyrocketing in useless cases
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@ -440,12 +440,12 @@ namespace MWMechanics
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// NB: this currently assumes the hardcoded magic effect flags are used
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const float magnitude = (effect.mMagnMin + effect.mMagnMax) / 2.f;
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const float toHeal = magnitude * std::max(1, effect.mDuration);
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const float damage = current.getModified() - current.getCurrent();
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const float damage = std::max(current.getModified() - current.getCurrent(), 0.f);
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float priority = 0.f;
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if (effect.mEffectID == ESM::MagicEffect::RestoreHealth)
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priority = 4.f;
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else if (effect.mEffectID == ESM::MagicEffect::RestoreMagicka)
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priority = std::max(0.1f, getRestoreMagickaPriority(actor));
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priority = getRestoreMagickaPriority(actor);
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else if (effect.mEffectID == ESM::MagicEffect::RestoreFatigue)
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priority = 2.f;
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float overheal = 0.f;
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@ -456,9 +456,8 @@ namespace MWMechanics
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heal = damage;
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}
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priority = (std::pow(priority + heal / current.getModified(), damage * 4.f / current.getModified())
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- priority - overheal / current.getModified())
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/ priority;
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priority = (priority - 1.f) / 2.f * std::pow((damage / current.getModified() + 0.6f), priority * 2)
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+ priority * (heal - 2.f * overheal) / current.getModified() - 0.5f;
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rating = priority;
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}
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break;
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