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Nimbus effects will now be reapplied after zoning.
Nimbus effects will now fade when associated buff is removed. Fix for ReduceAllDamage function.
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@@ -9574,11 +9574,17 @@ void Client::CompleteConnect() {
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//reapply some buffs
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uint32 buff_count = GetMaxTotalSlots();
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for (uint32 j1 = 0; j1 < buff_count; j1++) {
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if (buffs[j1].spellid >(uint32)SPDAT_RECORDS)
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if (!IsValidSpell(buffs[j1].spellid))
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continue;
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const SPDat_Spell_Struct &spell = spells[buffs[j1].spellid];
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int NimbusEffect = GetNimbusEffect(buffs[j1].spellid);
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if(NimbusEffect) {
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if(!IsNimbusEffectActive(NimbusEffect))
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SendSpellEffect(NimbusEffect, 500, 0, 1, 3000, true);
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}
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for (int x1 = 0; x1 < EFFECT_COUNT; x1++) {
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switch (spell.effectid[x1]) {
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case SE_IllusionCopy:
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