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Add failure messages for RNG focus
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@ -5397,7 +5397,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id) {
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if(UsedItem && rand_effectiveness && focus_max_real != 0)
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realTotal = CalcFocusEffect(type, UsedFocusID, spell_id);
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if (realTotal != 0 && UsedItem) {
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if ((rand_effectiveness && UsedItem) || (realTotal != 0 && UsedItem)) {
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// there are a crap ton more of these, I was able to verify these ones though
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// the RNG effective ones appear to have a different message for failing to focus
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uint32 string_id = BEGINS_TO_GLOW; // this is really just clicky message ...
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@ -5405,25 +5405,31 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id) {
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case focusSpellHaste:
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string_id = SHIMMERS_BRIEFLY;
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break;
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case focusManaCost:
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case focusManaCost: // this might be GROWS_DIM for fail
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string_id = FLICKERS_PALE_LIGHT;
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break;
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case focusSpellDuration:
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string_id = SPARKLES;
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break;
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case focusImprovedDamage:
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string_id = ALIVE_WITH_POWER;
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if (realTotal)
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string_id = ALIVE_WITH_POWER;
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else
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string_id = SEEMS_DRAINED;
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break;
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case focusRange:
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string_id = PULSES_WITH_LIGHT;
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break;
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case focusSpellHateMod:
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case focusSpellHateMod: // GLOWS_RED for increasing hate
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string_id = GLOWS_BLUE;
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break;
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case focusImprovedHeal:
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string_id = FEEDS_WITH_POWER;
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if (realTotal)
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string_id = FEEDS_WITH_POWER;
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else
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string_id = POWER_DRAIN_INTO;
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break;
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case focusReagentCost:
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case focusReagentCost: // this might be GROWS_DIM for fail as well ...
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string_id = BEGINS_TO_SHINE;
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break;
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default:
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