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Texture work
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+2
-2
@@ -240,7 +240,7 @@ void Mob::MakePoweredPet(uint16 spell_id, const char* pettype, int16 petpower,
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if(scale_power > 0)
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{
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npc_type->max_hp *= (1 + scale_power);
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npc_type->cur_hp = npc_type->max_hp;
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npc_type->current_hp = npc_type->max_hp;
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npc_type->AC *= (1 + scale_power);
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npc_type->level += 1 + ((int)act_power / 25) > npc_type->level + RuleR(Pets, PetPowerLevelCap) ? RuleR(Pets, PetPowerLevelCap) : 1 + ((int)act_power / 25); // gains an additional level for every 25 pet power
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npc_type->min_dmg = (npc_type->min_dmg * (1 + (scale_power / 2)));
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@@ -255,7 +255,7 @@ void Mob::MakePoweredPet(uint16 spell_id, const char* pettype, int16 petpower,
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if (MaxHP){
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npc_type->max_hp += (npc_type->max_hp*MaxHP)/100;
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npc_type->cur_hp = npc_type->max_hp;
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npc_type->current_hp = npc_type->max_hp;
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}
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//TODO: think about regen (engaged vs. not engaged)
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