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@@ -6370,8 +6370,9 @@ int32 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
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//Improved Healing, Damage & Mana Reduction are handled differently in that some are random percentages
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//In these cases we need to find the most powerful effect, so that each piece of gear wont get its own chance
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if(RuleB(Spells, LiveLikeFocusEffects) && (type == focusManaCost || type == focusImprovedHeal || type == focusImprovedDamage || type == focusImprovedDamage2))
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if (RuleB(Spells, LiveLikeFocusEffects) && CanFocusUseRandomEffectivenessByType(type)) {
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rand_effectiveness = true;
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}
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if (RuleB(Spells, NPC_UseFocusFromItems) && itembonuses.FocusEffects[type]){
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