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Make sure we check if the NPC is flagged as auto scaled before applying hp regen scaling instead of assuming from 0 on the stat alone [skip ci]
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@ -127,7 +127,7 @@ void NpcScaleManager::ScaleNPC(NPC *npc)
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npc->ModifyNPCStat("max_hit", std::to_string(max_dmg).c_str());
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}
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if (npc->GetHPRegen() == 0) {
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if (npc->GetHPRegen() == 0 && is_auto_scaled) {
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npc->ModifyNPCStat("hp_regen", std::to_string(scale_data.hp_regen_rate).c_str());
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}
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if (npc->GetAttackDelay() == 0) {
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