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Removing old code, need to reimplement warcry and rampage still at least
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+27
-29
@@ -651,27 +651,28 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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group_id_caster = (GetRaid()->GetGroup(CastToClient()) == 0xFFFF) ? 0 : (GetRaid()->GetGroup(CastToClient()) + 1);
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}
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}
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if(group_id_caster){
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Group *g = entity_list.GetGroupByID(group_id_caster);
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uint32 time = spell.base[i]*10;
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if(g){
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for(int gi=0; gi < 6; gi++){
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if(g->members[gi] && g->members[gi]->IsClient())
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{
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g->members[gi]->CastToClient()->EnableAAEffect(aaEffectWarcry , time);
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if (g->members[gi]->GetID() != caster->GetID())
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g->members[gi]->Message(13, "You hear the war cry.");
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else
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Message(13, "You let loose a fierce war cry.");
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}
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}
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}
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}
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else{
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CastToClient()->EnableAAEffect(aaEffectWarcry , time);
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Message(13, "You let loose a fierce war cry.");
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}
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//old aa
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//if(group_id_caster){
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// Group *g = entity_list.GetGroupByID(group_id_caster);
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// uint32 time = spell.base[i]*10;
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// if(g){
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// for(int gi=0; gi < 6; gi++){
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// if(g->members[gi] && g->members[gi]->IsClient())
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// {
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// g->members[gi]->CastToClient()->EnableAAEffect(aaEffectWarcry , time);
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// if (g->members[gi]->GetID() != caster->GetID())
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// g->members[gi]->Message(13, "You hear the war cry.");
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// else
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// Message(13, "You let loose a fierce war cry.");
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// }
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// }
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// }
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//}
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//
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//else{
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// CastToClient()->EnableAAEffect(aaEffectWarcry , time);
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// Message(13, "You let loose a fierce war cry.");
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//}
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break;
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}
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@@ -2232,12 +2233,14 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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case SE_AEMelee:
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{
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//old aa
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#ifdef SPELL_EFFECT_SPAM
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snprintf(effect_desc, _EDLEN, "Duration Rampage");
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#endif
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if (caster && caster->IsClient()) { // will tidy this up later so that NPCs can duration ramp from spells too
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CastToClient()->DurationRampage(effect_value*12);
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}
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//if (caster && caster->IsClient()) { // will tidy this up later so that NPCs can duration ramp from spells too
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// CastToClient()->DurationRampage(effect_value*12);
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//}
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break;
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}
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@@ -3435,11 +3438,6 @@ void Mob::DoBuffTic(const Buffs_Struct &buff, int slot, Mob *caster)
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}
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}
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// Check for non buff spell effects to fade
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// AE melee effects
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if (IsClient())
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CastToClient()->CheckAAEffect(aaEffectRampage);
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for (int i = 0; i < EFFECT_COUNT; i++) {
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if (IsBlankSpellEffect(buff.spellid, i))
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continue;
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