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Updated SE_FadingMemories - Base value will be properly utilized to set % chance for fade effect to work.
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@@ -2183,12 +2183,15 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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#ifdef SPELL_EFFECT_SPAM
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snprintf(effect_desc, _EDLEN, "Fading Memories");
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#endif
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if(caster && caster->IsClient())
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caster->CastToClient()->Escape();
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else
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{
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entity_list.RemoveFromTargets(caster);
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SetInvisible(1);
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if(MakeRandomInt(0, 99) < spells[spell_id].base[i] ) {
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if(caster && caster->IsClient())
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caster->CastToClient()->Escape();
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else
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{
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entity_list.RemoveFromTargets(caster);
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SetInvisible(1);
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}
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}
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break;
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}
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