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Updates to npc_spells and npc_types table.
Implemented innate defensive and range procs Implemented ability to fine tune AI casting behavior/timers Global rules for AI casting behavior/timers NPC Ranged attack updates, set skill and ammo type in npc_types Various clean ups in attack related functions. Other minor fixes. See Change Log, +required, +optional SQL
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@@ -5765,8 +5765,6 @@ int32 Mob::GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spel
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int value = 0;
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if (spellbonuses.FocusEffects[type]){
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uint32 buff_count = GetMaxTotalSlots();
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for(int i = 0; i < buff_count; i++){
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int32 tmp_focus = 0;
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int tmp_buffslot = -1;
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@@ -5799,7 +5797,7 @@ int32 Mob::GetFocusIncoming(focusType type, int effect, Mob *caster, uint32 spel
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CheckNumHitsRemaining(NUMHIT_MatchingSpells, tmp_buffslot);
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}
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}
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return value;
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}
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