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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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+3
-3
@@ -5018,7 +5018,7 @@ bool Mob::IsCombatProc(uint16 spell_id) {
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for (int i = 0; i < MAX_PROCS; i++){
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if (PermaProcs[i].spellID == spell_id || SpellProcs[i].spellID == spell_id
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|| SkillProcs[i].spellID == spell_id || RangedProcs[i].spellID == spell_id){
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|| RangedProcs[i].spellID == spell_id){
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return true;
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}
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}
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@@ -5075,7 +5075,7 @@ bool Mob::AddDefensiveProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id
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{
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if(spell_id == SPELL_UNKNOWN)
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return(false);
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int i;
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for (i = 0; i < MAX_PROCS; i++) {
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if (DefensiveProcs[i].spellID == SPELL_UNKNOWN) {
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@@ -5107,7 +5107,7 @@ bool Mob::AddRangedProc(uint16 spell_id, uint16 iChance, uint16 base_spell_id)
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{
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if(spell_id == SPELL_UNKNOWN)
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return(false);
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Shout("Add Ranged Proc %i %i %i", spell_id, iChance, base_spell_id);
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int i;
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for (i = 0; i < MAX_PROCS; i++) {
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if (RangedProcs[i].spellID == SPELL_UNKNOWN) {
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