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Added level to NPC spell list logging .. and some additional debug logging for same
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@ -2436,7 +2436,7 @@ bool NPC::AI_AddNPCSpells(uint32 iDBSpellsID) {
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}
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DBnpcspells_Struct* parentlist = database.GetNPCSpells(spell_list->parent_list);
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#if MobAI_DEBUG_Spells >= 10
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std::string debug_msg = StringFormat("Loading NPCSpells onto %s: dbspellsid=%u", this->GetName(), iDBSpellsID);
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std::string debug_msg = StringFormat("Loading NPCSpells onto %s: dbspellsid=%u, level=%u", this->GetName(), iDBSpellsID, this->GetLevel());
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if (spell_list) {
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debug_msg.append(StringFormat(" (found, %u), parentlist=%u", spell_list->entries.size(), spell_list->parent_list));
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if (spell_list->parent_list) {
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@ -2450,6 +2450,22 @@ bool NPC::AI_AddNPCSpells(uint32 iDBSpellsID) {
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debug_msg.append(" (not found)");
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}
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Log(Logs::Detail, Logs::AI, "%s", debug_msg.c_str());
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#ifdef MobAI_DEBUG_Spells >= 25
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if (parentlist) {
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for (const auto &iter : parentlist->entries) {
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Log(Logs::Detail, Logs::AI, "(%i) %s", iter.spellid, spells[iter.spellid].name);
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}
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}
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Log(Logs::Detail, Logs::AI, "fin (parent list)");
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if (spell_list) {
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for (const auto &iter : spell_list->entries) {
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Log(Logs::Detail, Logs::AI, "(%i) %s", iter.spellid, spells[iter.spellid].name);
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}
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}
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Log(Logs::Detail, Logs::AI, "fin (spell list)");
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#endif
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#endif
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uint16 attack_proc_spell = -1;
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int8 proc_chance = 3;
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