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AA effects and focus should work
Still need to verify all effects and implement currently unhandled
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+3
-3
@@ -7712,14 +7712,14 @@ void Bot::DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage,
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CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
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//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
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if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
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/* if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
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int kb_chance = 25;
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kb_chance += kb_chance*(100-aabonuses.SpecialAttackKBProc[0])/100;
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if (zone->random.Int(0, 99) < kb_chance)
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SpellFinished(904, who, 10, 0, -1, spells[904].ResistDiff);
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//who->Stun(100); Kayen: This effect does not stun on live, it only moves the NPC.
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}
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}*/
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if (HasSkillProcs())
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TrySkillProc(who, skill, ReuseTime*1000);
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@@ -9078,7 +9078,7 @@ void Bot::DoBuffTic(const Buffs_Struct &buff, int slot, Mob* caster) {
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Mob::DoBuffTic(buff, slot, caster);
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}
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bool Bot::CastSpell(uint16 spell_id, uint16 target_id, uint16 slot, int32 cast_time, int32 mana_cost,
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bool Bot::CastSpell(uint16 spell_id, uint16 target_id, uint16 slot, int32 cast_time, int32 mana_cost,
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uint32* oSpellWillFinish, uint32 item_slot, int16 *resist_adjust, uint32 aa_id) {
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bool Result = false;
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