Fixes loading, *Command system is broke* Will fix in the coming days.
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@@ -1417,7 +1417,7 @@ namespace Game.Entities
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}
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if ((procEntry.AttributesMask & ~ProcAttributes.AllAllowed) != 0)
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{
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Log.outError(LogFilter.Sql, $"The `spell_proc` table entry for spellId {spellInfo.Id} has `AttributesMask` value specifying invalid attributes 0x{procEntry.AttributesMask & ~ProcAttributes.AllAllowed:X2}.");
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Log.outError(LogFilter.Sql, $"The `spell_proc` table entry for spellId {spellInfo.Id} has `AttributesMask` value specifying invalid attributes 0x{(procEntry.AttributesMask & ~ProcAttributes.AllAllowed):X}.");
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procEntry.AttributesMask &= ProcAttributes.AllAllowed;
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}
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@@ -1448,7 +1448,7 @@ namespace Game.Entities
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continue;
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// Nothing to do if no flags set
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if (!spellInfo.ProcFlags)
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if (spellInfo.ProcFlags == null)
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continue;
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bool addTriggerFlag = false;
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@@ -2369,7 +2369,7 @@ namespace Game.Entities
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uint spellId = effectsResult.Read<uint>(0);
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Difficulty difficulty = (Difficulty)effectsResult.Read<uint>(2);
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SpellEffectRecord effect = new();
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effect.EffectIndex = effectsResult.Read<uint>(1);
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effect.EffectIndex = effectsResult.Read<int>(1);
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effect.Effect = effectsResult.Read<uint>(3);
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effect.EffectAura = effectsResult.Read<short>(4);
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effect.EffectAmplitude = effectsResult.Read<float>(5);
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@@ -4822,7 +4822,7 @@ namespace Game.Entities
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{
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public SpellSchoolMask SchoolMask { get; set; } // if nonzero - bitmask for matching proc condition based on spell's school
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public SpellFamilyNames SpellFamilyName { get; set; } // if nonzero - for matching proc condition based on candidate spell's SpellFamilyName
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public FlagArray128 SpellFamilyMask { get; set; } = new FlagArray128(); // if nonzero - bitmask for matching proc condition based on candidate spell's SpellFamilyFlags
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public FlagArray128 SpellFamilyMask { get; set; } = new(4); // if nonzero - bitmask for matching proc condition based on candidate spell's SpellFamilyFlags
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public ProcFlagsInit ProcFlags { get; set; } // if nonzero - owerwrite procFlags field for given Spell.dbc entry, bitmask for matching proc condition, see enum ProcFlags
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public ProcFlagsSpellType SpellTypeMask { get; set; } // if nonzero - bitmask for matching proc condition based on candidate spell's damage/heal effects, see enum ProcFlagsSpellType
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public ProcFlagsSpellPhase SpellPhaseMask { get; set; } // if nonzero - bitmask for matching phase of a spellcast on which proc occurs, see enum ProcFlagsSpellPhase
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