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Implement persist death spell field
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@@ -1733,6 +1733,7 @@ void SharedDatabase::LoadSpells(void *data, int max_spells) {
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sp[tempid].powerful_flag=atoi(row[209]);
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sp[tempid].CastRestriction = atoi(row[211]);
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sp[tempid].AllowRest = atoi(row[212]) != 0;
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sp[tempid].persistdeath = atoi(row[224]) != 0;
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sp[tempid].DamageShieldType = 0;
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}
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mysql_free_result(result);
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@@ -966,6 +966,14 @@ bool IsBuffSpell(uint16 spell_id)
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return false;
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}
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bool IsPersistDeathSpell(uint16 spell_id)
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{
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if (IsValidSpell(spell_id) && spells[spell_id].persistdeath)
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return true;
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return false;
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}
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uint32 GetMorphTrigger(uint32 spell_id)
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{
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for (int i = 0; i < EFFECT_COUNT; ++i)
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+13
-1
@@ -710,11 +710,22 @@ struct SPDat_Spell_Struct
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/* 193 */ int NimbusEffect;
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/* 194 */ float directional_start;
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/* 195 */ float directional_end;
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/* 196 - 199 */
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/* 200 */ //bool suspendable; // buff is suspended in suspended buff zones
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/* 201 - 202 */
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/* 203 */ //int songcap; // individual song cap (how live currently does it, not implemented)
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/* 204 - 206 */
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/* 207 */ int spellgroup;
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/* 208 */
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/* 209 */ int powerful_flag; // Need more investigation to figure out what to call this, for now we know -1 makes charm spells not break before their duration is complete, it does alot more though
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/* 210 */
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/* 211 */ int CastRestriction; //Various restriction categories for spells most seem targetable race related but have also seen others for instance only castable if target hp 20% or lower or only if target out of combat
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/* 212 */ bool AllowRest;
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/* 219 */ //int maxtargets; // not in DB yet, is used for beam and ring spells for target # limits
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/* 213 - 218 */
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/* 219 */ //int maxtargets; // is used for beam and ring spells for target # limits (not implemented)
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/* 220 - 223 */
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/* 224 */ bool persistdeath; // buff doesn't get stripped on death
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/* 225 - 236 */
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uint8 DamageShieldType; // This field does not exist in spells_us.txt
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};
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@@ -809,6 +820,7 @@ bool IsDebuffSpell(uint16 spell_id);
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bool IsResistDebuffSpell(uint16 spell_id);
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bool IsSelfConversionSpell(uint16 spell_id);
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bool IsBuffSpell(uint16 spell_id);
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bool IsPersistDeathSpell(uint16 spell_id);
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uint32 GetMorphTrigger(uint32 spell_id);
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uint32 GetPartialMeleeRuneReduction(uint32 spell_id);
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uint32 GetPartialMagicRuneReduction(uint32 spell_id);
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