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Implemented SE_HeadShot, SE_HeadShotLevel - Defines headshot damage and level requirements.
Revised HeadShot mechanic so damage now recieves all archery bonuses, proc chance can be set to either (lives new Proc Per minute system, or flat chance based on dex (formula updated). Required SQL for AA data Optional SQL for rules
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@@ -422,7 +422,12 @@ struct StatBonuses {
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int8 StunBashChance; // chance to stun with bash.
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int8 IncreaseChanceMemwipe; // increases chance to memory wipe
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int8 CriticalMend; // chance critical monk mend
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int16 ImprovedReclaimEnergy; // Modifies amount of mana returned from reclaim energy
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int16 ImprovedReclaimEnergy; // Modifies amount of mana returned from reclaim energy
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int32 HeadShot[2]; // Headshot AA (Massive dmg vs humaniod w/ archery) 0= ? 1= Dmg
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uint8 HSLevel; // Max Level Headshot will be effective at.
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int32 Assassinate[2]; // Assassinate AA (Massive dmg vs humaniod w/ assassinate) 0= ? 1= Dmg
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uint8 AssassinateLevel; // Max Level Assassinate will be effective at.
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};
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typedef struct
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