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Renamed a few spell effects more appropriately.
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+3
-3
@@ -989,7 +989,7 @@ void Client::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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newbon->CrippBlowChance += base1;
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break;
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case SE_SpellOnKill:
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case SE_ProcOnKillShot:
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for(int i = 0; i < MAX_SPELL_TRIGGER*3; i+=3)
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{
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if(!newbon->SpellOnKill[i] || ((newbon->SpellOnKill[i] == base2) && (newbon->SpellOnKill[i+1] < base1)))
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@@ -2179,7 +2179,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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newbon->CriticalDoTChance += effect_value;
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break;
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case SE_SpellOnKill:
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case SE_ProcOnKillShot:
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{
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for(int e = 0; e < MAX_SPELL_TRIGGER*3; e+=3)
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{
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@@ -3785,7 +3785,7 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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itembonuses.CriticalDoTChance = effect_value;
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break;
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case SE_SpellOnKill:
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case SE_ProcOnKillShot:
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{
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for(int e = 0; e < MAX_SPELL_TRIGGER*3; e=3)
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{
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+1
-1
@@ -1900,7 +1900,7 @@ void Bot::ApplyAABonuses(uint32 aaid, uint32 slots, StatBonuses* newbon)
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newbon->UnfailingDivinity += base1;
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break;
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case SE_SpellOnKill:
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case SE_ProcOnKillShot:
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for(int i = 0; i < MAX_SPELL_TRIGGER*3; i+=3)
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{
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if(!newbon->SpellOnKill[i] || ((newbon->SpellOnKill[i] == base2) && (newbon->SpellOnKill[i+1] < base1)))
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+2
-2
@@ -4139,9 +4139,9 @@ void Mob::TrySpellOnKill(uint8 level, uint16 spell_id)
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{
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if (spell_id != SPELL_UNKNOWN)
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{
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if(IsEffectInSpell(spell_id, SE_SpellOnKill2)) {
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if(IsEffectInSpell(spell_id, SE_ProcOnSpellKillShot)) {
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for (int i = 0; i < EFFECT_COUNT; i++) {
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if (spells[spell_id].effectid[i] == SE_SpellOnKill2)
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if (spells[spell_id].effectid[i] == SE_ProcOnSpellKillShot)
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{
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if (IsValidSpell(spells[spell_id].base2[i]) && spells[spell_id].max[i] <= level)
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{
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@@ -2860,8 +2860,8 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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case SE_CriticalHealChance:
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case SE_CriticalHealOverTime:
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case SE_CriticalDoTChance:
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case SE_SpellOnKill:
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case SE_SpellOnKill2:
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case SE_ProcOnKillShot:
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case SE_ProcOnSpellKillShot:
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case SE_CriticalDamageMob:
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case SE_LimitSpellGroup:
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case SE_ResistCorruption:
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