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Fix issue with spells that didn't make sense to be innate
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@ -73,6 +73,8 @@ enum SpellTypes : uint32
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SpellTypes_Detrimental = (SpellType_Nuke | SpellType_Root | SpellType_Lifetap | SpellType_Snare | SpellType_DOT | SpellType_Dispel | SpellType_Mez | SpellType_Charm | SpellType_Debuff | SpellType_Slow),
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SpellTypes_Detrimental = (SpellType_Nuke | SpellType_Root | SpellType_Lifetap | SpellType_Snare | SpellType_DOT | SpellType_Dispel | SpellType_Mez | SpellType_Charm | SpellType_Debuff | SpellType_Slow),
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SpellTypes_Beneficial = (SpellType_Heal | SpellType_Buff | SpellType_Escape | SpellType_Pet | SpellType_InCombatBuff | SpellType_Cure | SpellType_HateRedux | SpellType_InCombatBuffSong | SpellType_OutOfCombatBuffSong | SpellType_PreCombatBuff | SpellType_PreCombatBuffSong),
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SpellTypes_Beneficial = (SpellType_Heal | SpellType_Buff | SpellType_Escape | SpellType_Pet | SpellType_InCombatBuff | SpellType_Cure | SpellType_HateRedux | SpellType_InCombatBuffSong | SpellType_OutOfCombatBuffSong | SpellType_PreCombatBuff | SpellType_PreCombatBuffSong),
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SpellTypes_Innate = (SpellType_Nuke | SpellType_Lifetap | SpellType_DOT | SpellType_Dispel | SpellType_Mez | SpellType_Slow | SpellType_Debuff | SpellType_Charm | SpellType_Root),
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SpellType_Any = 0xFFFFFFFF
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SpellType_Any = 0xFFFFFFFF
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};
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};
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@ -2756,6 +2756,10 @@ DBnpcspells_Struct *ZoneDatabase::GetNPCSpells(uint32 iDBSpellsID)
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entry.min_hp = atoi(row[7]);
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entry.min_hp = atoi(row[7]);
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entry.max_hp = atoi(row[8]);
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entry.max_hp = atoi(row[8]);
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// some spell types don't make much since to be priority 0, so fix that
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if (!(entry.type & SpellTypes_Innate) && entry.priority == 0)
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entry.priority = 1;
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if (row[9])
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if (row[9])
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entry.resist_adjust = atoi(row[9]);
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entry.resist_adjust = atoi(row[9]);
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else if (IsValidSpell(spell_id))
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else if (IsValidSpell(spell_id))
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