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Reworked activated avoidance skills based on dev quotes
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+1
-2
@@ -169,7 +169,6 @@ public:
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uint16 BotGetSpellType(int spellslot) { return AIspells[spellslot].type; }
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uint16 BotGetSpellPriority(int spellslot) { return AIspells[spellslot].priority; }
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virtual float GetProcChances(float ProcBonus, uint16 hand);
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virtual bool AvoidDamage(Mob* other, int32 &damage, bool CanRiposte);
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virtual int GetMonkHandToHandDamage(void);
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virtual bool TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse);
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virtual void DoRiposte(Mob* defender);
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@@ -314,7 +313,7 @@ public:
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virtual float GetAOERange(uint16 spell_id);
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virtual bool SpellEffect(Mob* caster, uint16 spell_id, float partial = 100);
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virtual void DoBuffTic(const Buffs_Struct &buff, int slot, Mob* caster = nullptr);
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virtual bool CastSpell(uint16 spell_id, uint16 target_id, uint16 slot = USE_ITEM_SPELL_SLOT, int32 casttime = -1, int32 mana_cost = -1, uint32* oSpellWillFinish = 0,
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virtual bool CastSpell(uint16 spell_id, uint16 target_id, uint16 slot = USE_ITEM_SPELL_SLOT, int32 casttime = -1, int32 mana_cost = -1, uint32* oSpellWillFinish = 0,
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uint32 item_slot = 0xFFFFFFFF, int16 *resist_adjust = nullptr, uint32 aa_id = 0);
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virtual bool SpellOnTarget(uint16 spell_id, Mob* spelltar);
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virtual bool IsImmuneToSpell(uint16 spell_id, Mob *caster);
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