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Implemented support for allowing most focus effects to now be usable
by NPCs (ie Heal/Damage focus, cast time, spell range ect) from both spell buffs and items. Rule for enabling spell focus is TRUE by default Rule for enabling item focus is FALSE by default. Consilidated a number of redundant client / mob functions to use the same pathway for calculating effect values.
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+2
-4
@@ -1128,8 +1128,7 @@ int32 Mob::CheckAggroAmount(uint16 spell_id, bool isproc)
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int HateMod = RuleI(Aggro, SpellAggroMod);
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if (IsClient())
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HateMod += CastToClient()->GetFocusEffect(focusSpellHateMod, spell_id);
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HateMod += GetFocusEffect(focusSpellHateMod, spell_id);
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AggroAmount = (AggroAmount * HateMod) / 100;
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@@ -1178,8 +1177,7 @@ int32 Mob::CheckHealAggroAmount(uint16 spell_id, uint32 heal_possible)
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if (AggroAmount > 0) {
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int HateMod = RuleI(Aggro, SpellAggroMod);
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if (IsClient())
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HateMod += CastToClient()->GetFocusEffect(focusSpellHateMod, spell_id);
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HateMod += GetFocusEffect(focusSpellHateMod, spell_id);
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//Live AA - Spell casting subtlety
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HateMod += aabonuses.hatemod + spellbonuses.hatemod + itembonuses.hatemod;
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