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-Implemented live like spell projectiles (ie mage bolts).
-See function in spells.cpp for more info on bolt behavior. -This works reasonably well, but still room for improvements. -Rules are for setting what item id is used for the projectile since live uses an item id from SOF+ I added alternate item graphic for titanium clients. -Note: Max number of projectiles (set at 10) is a made up value in most situations it would be nearly impossible to have more than 3 bolts in the air at the same time. This values gives enough wiggle room that no server should have an issue though. -Small fix to SE_CompleteHeal
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@@ -326,7 +326,13 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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if(inuse)
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break;
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Heal();
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int32 val = 0;
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val = 7500*effect_value;
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val = caster->GetActSpellHealing(spell_id, val, this);
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if (val > 0)
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HealDamage(val, caster);
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break;
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}
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