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Fix for a few spell triggers using correct resist dif
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@ -3064,7 +3064,7 @@ bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
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{
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// If we trigger an effect then its over.
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if (IsValidSpell(spells[spell_id].base2[i])){
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SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spell_id].ResistDiff);
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SpellFinished(spells[spell_id].base2[i], target, 10, 0, -1, spells[spells[spell_id].base2[i]].ResistDiff);
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return true;
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}
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}
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@ -3083,7 +3083,7 @@ bool Mob::TrySpellTrigger(Mob *target, uint32 spell_id, int effect)
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if(MakeRandomInt(0, 100) <= spells[spell_id].base[effect])
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{
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if (IsValidSpell(spells[spell_id].base2[effect])){
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SpellFinished(spells[spell_id].base2[effect], target, 10, 0, -1, spells[spell_id].ResistDiff);
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SpellFinished(spells[spell_id].base2[effect], target, 10, 0, -1, spells[spells[spell_id].base2[effect]].ResistDiff);
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return true; //Only trigger once of these per spell effect.
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}
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}
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@ -2738,7 +2738,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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if (caster && IsValidSpell(spells[spell_id].base2[i])){
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if(MakeRandomInt(0, 100) <= spells[spell_id].base[i])
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caster->SpellFinished(spells[spell_id].base2[i], this, 10, 0, -1, spells[spell_id].ResistDiff);
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caster->SpellFinished(spells[spell_id].base2[i], this, 10, 0, -1, spells[spells[spell_id].base2[i]].ResistDiff);
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}
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break;
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}
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