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[Spells] Implemented SPA 512 SE_Proc_Timer_Modifier, Fixed AA procs not working (#1646)
* update for SPA 511 * remove debugs, AA implemented * update * twinprocfix * AA procs added * format update * update * proctimer limits * update * rename function renamed function only check for buffs value > 0, don't need to check for AA's which are negative ID's * pre merge * variable updates * Update spell_effects.cpp * var rename update var name to better represent its function. * updated proc struct added reuse timer * reuse timer to spell procs * updates * debug remove * Update mob.cpp * fix * merge
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@@ -535,6 +535,10 @@ struct StatBonuses {
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bool LimitToSkill[EQ::skills::HIGHEST_SKILL + 2]; // Determines if we need to search for a skill proc.
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uint32 SkillProc[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs.
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uint32 SkillProcSuccess[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs_success.
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int32 SpellProc[MAX_AA_PROCS]; // Max number of spells containing melee spell procs.
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int32 RangedProc[MAX_AA_PROCS]; // Max number of spells containing ranged spell procs.
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int32 DefensiveProc[MAX_AA_PROCS]; // Max number of spells containing defensive spell procs.
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bool Proc_Timer_Modifier; // Used to check if this exists, to avoid any further unnncessary checks.
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uint32 PC_Pet_Rampage[2]; // 0= % chance to rampage, 1=damage modifier
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uint32 PC_Pet_AE_Rampage[2]; // 0= % chance to AE rampage, 1=damage modifier
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uint32 PC_Pet_Flurry; // Percent chance flurry from double attack
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@@ -691,6 +695,7 @@ typedef struct
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uint16 chance;
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uint16 base_spellID;
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int level_override;
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uint32 proc_reuse_time;
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} tProc;
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