Removed all instance scripts so we can have script project back and spells will work again.
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@@ -284,12 +284,11 @@ namespace Scripts.Spells.Quest
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// 34665 Administer Antidote
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// http://www.wowhead.com/quest=11515 Blood for Blood
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// 44936 Quest - Fel Siphon Dummy
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[Script("spell_q55_sacred_cleansing", SpellEffectName.Dummy, 1u, CreatureIds.Morbent, CreatureIds.WeakenedMorbent, true)]
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[Script("spell_q10255_administer_antidote", SpellEffectName.Dummy, 0u, CreatureIds.Helboar, CreatureIds.Dreadtusk, true)]
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[Script("spell_q11515_fel_siphon_dummy", SpellEffectName.Dummy, 0u, CreatureIds.FelbloodInitiate, CreatureIds.EmaciatedFelblood, true)]
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[Script("spell_q55_sacred_cleansing", SpellEffectName.Dummy, 1u, CreatureIds.Morbent, CreatureIds.WeakenedMorbent, true, 0)]
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[Script("spell_q10255_administer_antidote", SpellEffectName.Dummy, 0u, CreatureIds.Helboar, CreatureIds.Dreadtusk, true, 0)]
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[Script("spell_q11515_fel_siphon_dummy", SpellEffectName.Dummy, 0u, CreatureIds.FelbloodInitiate, CreatureIds.EmaciatedFelblood, true, 0)]
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class spell_generic_quest_update_entry : SpellScript
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{
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public spell_generic_quest_update_entry(SpellEffectName spellEffect, uint effIndex, uint originalEntry, uint newEntry, bool shouldAttack) : this(spellEffect, effIndex, originalEntry, newEntry, shouldAttack, 0) { }
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public spell_generic_quest_update_entry(SpellEffectName spellEffect, uint effIndex, uint originalEntry, uint newEntry, bool shouldAttack, uint despawnTime)
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{
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_spellEffect = spellEffect;
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