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Implemented SE_MassGroupBuff as spell effect (no longer hard coded for AA
only). Run required SQL to update AA tables. Updated spells_new field175 -> numhits_type
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@@ -180,6 +180,7 @@ Mob::Mob(const char* in_name,
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trackable = true;
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has_shieldequiped = false;
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has_numhits = false;
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has_MGB = false;
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if(in_aa_title>0)
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aa_title = in_aa_title;
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