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Added 'spells' entry to EQDictionary
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+2
-2
@@ -1526,7 +1526,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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IsValidSpell(aabonuses.SkillAttackProc[2])) {
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float chance = aabonuses.SkillAttackProc[0] / 1000.0f;
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if (zone->random.Roll(chance))
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SpellFinished(aabonuses.SkillAttackProc[2], other, EQEmu::CastingSlot::Item, 0, -1,
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SpellFinished(aabonuses.SkillAttackProc[2], other, EQEmu::spells::CastingSlot::Item, 0, -1,
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spells[aabonuses.SkillAttackProc[2]].ResistDiff);
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}
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other->Damage(this, my_hit.damage_done, SPELL_UNKNOWN, my_hit.skill, true, -1, false, m_specialattacks);
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@@ -2130,7 +2130,7 @@ void NPC::Damage(Mob* other, int32 damage, uint16 spell_id, EQEmu::skills::Skill
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if (IsLDoNTrapped())
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{
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Message_StringID(13, LDON_ACCIDENT_SETOFF2);
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SpellFinished(GetLDoNTrapSpellID(), other, EQEmu::CastingSlot::Item, 0, -1, spells[GetLDoNTrapSpellID()].ResistDiff, false);
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SpellFinished(GetLDoNTrapSpellID(), other, EQEmu::spells::CastingSlot::Item, 0, -1, spells[GetLDoNTrapSpellID()].ResistDiff, false);
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SetLDoNTrapSpellID(0);
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SetLDoNTrapped(false);
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SetLDoNTrapDetected(false);
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