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Fix Shield Specialist related SPAs
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-2
@@ -502,7 +502,7 @@ typedef enum {
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#define SE_HeadShotLevel 346 // implemented[AA] - HeadShot max level to kill
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#define SE_DoubleRangedAttack 347 // implemented - chance at an additional archery attack (consumes arrow)
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#define SE_LimitManaMin 348 // implemented
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#define SE_ShieldEquipHateMod 349 // implemented[AA] Increase melee hate when wearing a shield.
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#define SE_ShieldEquipDmgMod 349 // implemented[AA] Increase melee base damage (indirectly increasing hate) when wearing a shield.
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#define SE_ManaBurn 350 // implemented - Drains mana for damage/heal at a defined ratio up to a defined maximum amount of mana.
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//#define SE_PersistentEffect 351 // *not implemented. creates a trap/totem that casts a spell (spell id + base1?) when anything comes near it. can probably make a beacon for this
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//#define SE_IncreaseTrapCount 352 // *not implemented - looks to be some type of invulnerability? Test ITC (8755)
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@@ -519,7 +519,7 @@ typedef enum {
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#define SE_BandolierSlots 363 // *not implemented[AA] 'Battle Ready' expands the bandolier by one additional save slot per rank.
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#define SE_TripleAttackChance 364 // implemented
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#define SE_ProcOnSpellKillShot 365 // implemented - chance to trigger a spell on kill when the kill is caused by a specific spell with this effect in it (10470 Venin)
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#define SE_ShieldEquipDmgMod 366 // implemented[AA] Damage modifier to melee if shield equiped. (base1 = dmg mod , base2 = ?) ie Shield Specialist AA
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#define SE_GroupShielding 366 // *not implemented[AA] This gives you /shieldgroup
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#define SE_SetBodyType 367 // implemented - set body type of base1 so it can be affected by spells that are limited to that type (Plant, Animal, Undead, etc)
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//#define SE_FactionMod 368 // *not implemented - increases faction with base1 (faction id, live won't match up w/ ours) by base2
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#define SE_CorruptionCounter 369 // implemented
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