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Implemented an enumerator list for numhits type variables.
Implemented type 4 outgoing spell damage numhits type.
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@@ -156,7 +156,7 @@ void Mob::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
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if (HasDied()) return;
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if (max_damage > 0)
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
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if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
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@@ -951,7 +951,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
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TryCriticalHit(other, SkillArchery, TotalDmg);
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other->AddToHateList(this, hate, 0, false);
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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}
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}
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else
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@@ -1056,7 +1056,7 @@ void NPC::RangedAttack(Mob* other)
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TryCriticalHit(GetTarget(), SkillArchery, TotalDmg);
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GetTarget()->AddToHateList(this, hate, 0, false);
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GetTarget()->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillArchery);
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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}
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else
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{
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@@ -1281,7 +1281,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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TryCriticalHit(other, SkillThrowing, TotalDmg);
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int32 hate = (2*WDmg);
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other->AddToHateList(this, hate, 0, false);
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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}
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}
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@@ -2196,7 +2196,7 @@ void Mob::DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes
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if (HasDied())
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return;
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CheckNumHitsRemaining(5);
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CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
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if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skillinuse){
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int kb_chance = 25;
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