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Update to SE_AStacker, B, C, D
Will correclty use base value to stack with same type ie (A vs A) Highest base value will take hold.
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+8
-4
@@ -2762,19 +2762,23 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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break;
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case SE_AStacker:
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newbon->AStacker = true;
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newbon->AStacker[0] = 1;
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newbon->AStacker[1] = effect_value;
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break;
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case SE_BStacker:
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newbon->BStacker = true;
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newbon->BStacker[0] = 1;
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newbon->BStacker[1] = effect_value;
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break;
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case SE_CStacker:
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newbon->CStacker = true;
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newbon->CStacker[0] = 1;
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newbon->CStacker[1] = effect_value;
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break;
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case SE_DStacker:
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newbon->DStacker = true;
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newbon->DStacker[0] = 1;
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newbon->DStacker[1] = effect_value;
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break;
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case SE_Berserk:
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