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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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+3
-3
@@ -399,7 +399,7 @@ bool Mob::DoCastSpell(uint16 spell_id, uint16 target_id, uint16 slot,
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mana_cost = GetActSpellCost(spell_id, mana_cost);
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}
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if(IsClient() && CastToClient()->CheckAAEffect(aaEffectMassGroupBuff) && spells[spell_id].can_mgb)
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if(HasMGB() && spells[spell_id].can_mgb)
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mana_cost *= 2;
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// mana is checked for clients on the frontend. we need to recheck it for NPCs though
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@@ -1969,11 +1969,11 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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}
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#endif //BOTS
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if(spells[spell_id].can_mgb && IsClient() && CastToClient()->CheckAAEffect(aaEffectMassGroupBuff))
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if(spells[spell_id].can_mgb && HasMGB())
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{
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SpellOnTarget(spell_id, this);
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entity_list.MassGroupBuff(this, this, spell_id, true);
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CastToClient()->DisableAAEffect(aaEffectMassGroupBuff);
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SetMGB(false);
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}
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else
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{
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