Fixed missing effect index being a uint and not a byte anymore, caused spells with more then 8 effects to not trigger them.
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@@ -1272,11 +1272,11 @@ namespace Game.Spells
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return mask;
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}
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public uint GetEffectMechanicMask(byte effIndex)
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public uint GetEffectMechanicMask(uint effIndex)
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{
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uint mask = 0;
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if (Mechanic != 0)
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mask |= (uint)(1 << (int)Mechanic);
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mask |= 1u << (int)Mechanic;
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var effect = _effects[effIndex];
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if (effect != null && effect.IsEffect() && effect.Mechanic != 0)
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