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Reworked blind running around
This should be more in line with how we do current fearpath stuff and with live.
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+10
-2
@@ -2472,7 +2472,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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}
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break;
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}
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case SE_ManaAbsorbPercentDamage:
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{
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if (newbon->ManaAbsorbPercentDamage[0] < effect_value){
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@@ -2493,7 +2493,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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case SE_ShieldBlock:
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newbon->ShieldBlock += effect_value;
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break;
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case SE_ShieldEquipHateMod:
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newbon->ShieldEquipHateMod += effect_value;
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break;
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@@ -2507,6 +2507,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses* ne
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newbon->BlockBehind += effect_value;
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break;
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case SE_Blind:
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newbon->IsBlind = true;
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break;
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case SE_Fear:
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newbon->IsFeared = true;
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break;
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@@ -4086,6 +4090,10 @@ void Mob::NegateSpellsBonuses(uint16 spell_id)
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itembonuses.BlockBehind = effect_value;
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break;
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case SE_Blind:
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spellbonuses.IsBlind = false;
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break;
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case SE_Fear:
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spellbonuses.IsFeared = false;
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break;
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