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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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@@ -2710,6 +2710,13 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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break;
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}
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case SE_MassGroupBuff:{
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SetMGB(true);
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Message_StringID(MT_Disciplines, MGB_STRING);
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break;
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}
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// Handled Elsewhere
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case SE_ImmuneFleeing:
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case SE_NegateSpellEffect:
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@@ -2864,7 +2871,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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case SE_ACv2:
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case SE_ManaRegen_v2:
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case SE_FcDamagePctCrit:
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case SE_FcHealAmt:
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case SE_FcHealAmt:
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case SE_FcHealPctIncoming:
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case SE_CriticalHealDecay:
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case SE_CriticalRegenDecay:
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@@ -2878,6 +2885,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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case SE_PetCriticalHit:
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case SE_SlayUndead:
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case SE_GiveDoubleAttack:
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case SE_StrikeThrough:
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case SE_StrikeThrough2:
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case SE_SecondaryDmgInc:
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case SE_ArcheryDamageModifier:
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