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Complete revision of SE_SkillProc, SE_LimitToSkill,
SE_SkillProcSuccess (now implemented correctly) to function more accurately and efficiently, AA supported. This may need to be updated in the future, if more live spells readily become avialable to test with.
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@@ -185,7 +185,7 @@ public:
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virtual void RogueAssassinate(Mob* other);
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virtual void DoClassAttacks(Mob *target, bool IsRiposte=false);
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virtual bool TryHeadShot(Mob* defender, SkillUseTypes skillInUse);
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virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false);
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virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false, int ReuseTime =0);
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virtual void ApplySpecialAttackMod(SkillUseTypes skill, int32 &dmg, int32 &mindmg);
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bool CanDoSpecialAttack(Mob *other);
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virtual int32 CheckAggroAmount(uint16 spellid);
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