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Rework some Spell AI so NPCs can have spammy spells
Lots of encounters in EQ will spam spells, like dragon fear is on a very tight timer etc. In order to eliminate the need to script all of these encounters AI spells with a priority of '0' will be treated as "innate spells." Devs have used this term and it is what I believe they mean by it. You can run update npc_spells_entries set priority = priority + 1 where priority >= 0; to disable the behavior.
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@@ -457,7 +457,7 @@ protected:
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uint32* pDontCastBefore_casting_spell;
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std::vector<AISpells_Struct> AIspells;
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bool HasAISpell;
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virtual bool AICastSpell(Mob* tar, uint8 iChance, uint32 iSpellTypes);
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virtual bool AICastSpell(Mob* tar, uint8 iChance, uint32 iSpellTypes, bool bInnates = false);
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virtual bool AIDoSpellCast(uint8 i, Mob* tar, int32 mana_cost, uint32* oDontDoAgainBefore = 0);
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AISpellsVar_Struct AISpellVar;
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int16 GetFocusEffect(focusType type, uint16 spell_id);
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