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Fix to SE_ApplyEffect - Will now trigger spell from this effect at correct time.
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@@ -3083,26 +3083,6 @@ void Mob::TrySpellTrigger(Mob *target, uint32 spell_id)
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}
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}
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void Mob::TryApplyEffect(Mob *target, uint32 spell_id)
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{
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if(target == nullptr || !IsValidSpell(spell_id))
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{
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return;
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}
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for(int i = 0; i < EFFECT_COUNT; i++)
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{
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if (spells[spell_id].effectid[i] == SE_ApplyEffect)
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{
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if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
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{
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if(target)
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SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
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}
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}
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}
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}
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void Mob::TryTriggerOnValueAmount(bool IsHP, bool IsMana, bool IsEndur, bool IsPet)
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{
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/*
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