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Revision of slow mitigation code.
Fix for the slow mitigation spam messages Converted value from FLOAT to INT Use SQL to update your npc_types table
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+3
-2
@@ -580,7 +580,7 @@ public:
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void CastOnCurer(uint32 spell_id);
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void CastOnCure(uint32 spell_id);
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void CastOnNumHitFade(uint32 spell_id);
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int SlowMitigation(bool slow_msg=false, Mob *caster = nullptr,int slow_value = 0);
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void SlowMitigation(Mob* caster);
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int16 GetCritDmgMob(uint16 skill);
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int16 GetMeleeDamageMod_SE(uint16 skill);
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int16 GetMeleeMinDamageMod_SE(uint16 skill);
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@@ -598,6 +598,7 @@ public:
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bool PassCastRestriction(bool UseCastRestriction = true, int16 value = 0, bool IsDamage = true);
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bool ImprovedTaunt();
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bool TryRootFadeByDamage(int buffslot, Mob* attacker);
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int16 GetSlowMitigation() const {return slow_mitigation;}
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void ModSkillDmgTaken(SkillUseTypes skill_num, int value);
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int16 GetModSkillDmgTaken(const SkillUseTypes skill_num);
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@@ -1023,7 +1024,7 @@ protected:
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Timer attack_dw_timer;
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Timer ranged_timer;
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float attack_speed; //% increase/decrease in attack speed (not haste)
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float slow_mitigation; // Allows for a slow mitigation based on a % in decimal form. IE, 1 = 100% mitigation, .5 is 50%
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float slow_mitigation; // Allows for a slow mitigation (100 = 100%, 50% = 50%)
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Timer tic_timer;
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Timer mana_timer;
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