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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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+23
-4
@@ -2624,14 +2624,37 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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HealDamage(dmg, caster);
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}
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}
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break;
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}
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case SE_Taunt:
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{
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if (IsNPC())
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caster->Taunt(this->CastToNPC(), false, spell.base[i]);
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break;
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}
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case SE_AttackSpeed:
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if (spell.base[i] < 100)
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SlowMitigation(caster);
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break;
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case SE_AttackSpeed2:
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if (spell.base[i] < 100)
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SlowMitigation(caster);
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break;
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case SE_AttackSpeed3:
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if (spell.base[i] < 0)
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SlowMitigation(caster);
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break;
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case SE_AttackSpeed4:
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SlowMitigation(caster);
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break;
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// Handled Elsewhere
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case SE_ImmuneFleeing:
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case SE_NegateSpellEffect:
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@@ -2717,10 +2740,6 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
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case SE_DivineSave:
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case SE_Accuracy:
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case SE_Flurry:
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case SE_AttackSpeed:
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case SE_AttackSpeed2:
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case SE_AttackSpeed3:
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case SE_AttackSpeed4:
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case SE_ImprovedDamage:
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case SE_ImprovedHeal:
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case SE_IncreaseSpellHaste:
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