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SE_ApplySpell and SE_TriggerSpell will now be applied based on which effect slot they are used in (instead of always before all spell effects are checked).
Note: If a spell has multiple SE_TriggerSpell effects within it. Only one will be able to trigger. (If you want multiple spells use SE_ApplySpell)
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@@ -3647,7 +3647,6 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
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return false;
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}
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TrySpellTrigger(spelltar, spell_id);
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if (IsValidSpell(spells[spell_id].RecourseLink))
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SpellFinished(spells[spell_id].RecourseLink, this, 10, 0, -1, spells[spells[spell_id].RecourseLink].ResistDiff);
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