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5 changes: 4 additions & 1 deletion src/GameLogic/Attributes/Stats.cs
Original file line number Diff line number Diff line change
Expand Up @@ -402,7 +402,10 @@ public class Stats
/// <summary>
/// Gets the magic speed attribute definition which is used for some skills.
/// </summary>
public static AttributeDefinition MagicSpeed { get; } = new(new Guid("AE32AA45-9C18-43B3-9F7B-648FD7F4B0AD"), "Magic Speed", string.Empty);
public static AttributeDefinition MagicSpeed { get; } = new(new Guid("AE32AA45-9C18-43B3-9F7B-648FD7F4B0AD"), "Magic Speed", string.Empty)
{
MaximumValue = 200,
};

/// <summary>
/// Gets the wizardry base (min and max) damage increase attribute definition>.
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Original file line number Diff line number Diff line change
Expand Up @@ -137,6 +137,7 @@ protected override async ValueTask ApplyAsync(IContext context, GameConfiguratio
AddStatIfNotExists(context, gameConfiguration, Stats.WalkSpeed);

Stats.AttackSpeed.GetPersistent(gameConfiguration).MaximumValue = Stats.AttackSpeed.MaximumValue;
Stats.MagicSpeed.GetPersistent(gameConfiguration).MaximumValue = Stats.MagicSpeed.MaximumValue;
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This will not work when someone has already run this update.
To make this work 100% correct, you'd need to add a new separate update plugin.
However, for such a small change, we can also ignore it.


foreach (var characterClass in gameConfiguration.CharacterClasses)
{
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