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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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@@ -1067,8 +1067,10 @@ const NPCType* ZoneDatabase::GetNPCType (uint32 id) {
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"npc_types.npc_spells_effects_id,"
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"npc_types.d_meele_texture1,"
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"npc_types.d_meele_texture2,"
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"npc_types.ammo_idfile,"
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"npc_types.prim_melee_type,"
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"npc_types.sec_melee_type,"
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"npc_types.ranged_type,"
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"npc_types.runspeed,"
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"npc_types.findable,"
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"npc_types.trackable,"
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@@ -1166,8 +1168,10 @@ const NPCType* ZoneDatabase::GetNPCType (uint32 id) {
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tmpNPCType->npc_spells_effects_id = atoi(row[r++]);
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tmpNPCType->d_meele_texture1 = atoi(row[r++]);
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tmpNPCType->d_meele_texture2 = atoi(row[r++]);
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strn0cpy(tmpNPCType->ammo_idfile, row[r++], 30);
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tmpNPCType->prim_melee_type = atoi(row[r++]);
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tmpNPCType->sec_melee_type = atoi(row[r++]);
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tmpNPCType->ranged_type = atoi(row[r++]);
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tmpNPCType->runspeed= atof(row[r++]);
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tmpNPCType->findable = atoi(row[r++]) == 0? false : true;
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tmpNPCType->trackable = atoi(row[r++]) == 0? false : true;
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