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[Spells] Rework of SPA 288 SE_SkillAttackProc (#1893)
* start * updated 288
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@@ -1447,9 +1447,10 @@ protected:
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bool spawned;
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void CalcSpellBonuses(StatBonuses* newbon);
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virtual void CalcBonuses();
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void TrySkillProc(Mob *on, EQ::skills::SkillType skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); // hand = SlotCharm?
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void TrySkillProc(Mob *on, EQ::skills::SkillType skill, uint16 ReuseTime, bool Success = false, uint16 hand = 0, bool IsDefensive = false); // hand if 0 means its a skill ability for proc rate checks, otherwise hand is passed.
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bool PassLimitToSkill(EQ::skills::SkillType skill, int32 spell_id, int proc_type, int aa_id=0);
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bool PassLimitClass(uint32 Classes_, uint16 Class_);
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void TryCastOnSkillUse(Mob *on, EQ::skills::SkillType skill);
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void TryDefensiveProc(Mob *on, uint16 hand = EQ::invslot::slotPrimary);
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void TryWeaponProc(const EQ::ItemInstance* inst, const EQ::ItemData* weapon, Mob *on, uint16 hand = EQ::invslot::slotPrimary);
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void TrySpellProc(const EQ::ItemInstance* inst, const EQ::ItemData* weapon, Mob *on, uint16 hand = EQ::invslot::slotPrimary);
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