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Quick fix for dot issue introduced in 765b5ee8
This could probably be done better
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@ -2669,8 +2669,9 @@ int Mob::CheckStackConflict(uint16 spellid1, int caster_level1, uint16 spellid2,
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*/
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*/
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if(IsNPC() && caster1 && caster2 && caster1 != caster2) {
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if(IsNPC() && caster1 && caster2 && caster1 != caster2) {
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if(effect1 == SE_CurrentHP && sp1_detrimental && sp2_detrimental) {
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if(effect1 == SE_CurrentHP && sp1_detrimental && sp2_detrimental) {
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continue;
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effect_match = false; // We want to skip this logic
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mlog(SPELLS__STACKING, "Both casters exist and are not the same, the effect is a detrimental dot, moving on");
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mlog(SPELLS__STACKING, "Both casters exist and are not the same, the effect is a detrimental dot, moving on");
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continue;
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}
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}
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}
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}
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@ -2696,6 +2697,7 @@ int Mob::CheckStackConflict(uint16 spellid1, int caster_level1, uint16 spellid2,
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and the effect is a dot we can go ahead and stack it
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and the effect is a dot we can go ahead and stack it
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*/
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*/
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if(effect1 == SE_CurrentHP && spellid1 != spellid2 && sp1_detrimental && sp2_detrimental) {
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if(effect1 == SE_CurrentHP && spellid1 != spellid2 && sp1_detrimental && sp2_detrimental) {
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effect_match = false; // We want to skip this logic
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mlog(SPELLS__STACKING, "The spells are not the same and it is a detrimental dot, passing");
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mlog(SPELLS__STACKING, "The spells are not the same and it is a detrimental dot, passing");
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continue;
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continue;
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}
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}
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