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*drop spell_elixir table
*add spell_group table for storage of groups of spell (kinda obvious, isn't it?) and populate the table with converted spell_elixir table data *the table is going to be maintained by core team *fix percentage display at spell_ranks table loading *add TARGET_UNIT_CASTER to allowed learn spell targets in npc_trainer table, thanks to Aokromes for noticing the issue. --HG-- branch : trunk
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@@ -651,7 +651,7 @@ bool ChatHandler::HandleReloadAllSpellCommand(const char*)
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HandleReloadSkillExtraItemTemplateCommand("a");
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HandleReloadSpellRequiredCommand("a");
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HandleReloadSpellAreaCommand("a");
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HandleReloadSpellElixirCommand("a");
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HandleReloadSpellGroupsCommand("a");
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HandleReloadSpellLearnSpellCommand("a");
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HandleReloadSpellLinkedSpellCommand("a");
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HandleReloadSpellProcEventCommand("a");
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@@ -1030,11 +1030,11 @@ bool ChatHandler::HandleReloadSpellRequiredCommand(const char*)
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return true;
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}
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bool ChatHandler::HandleReloadSpellElixirCommand(const char*)
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bool ChatHandler::HandleReloadSpellGroupsCommand(const char*)
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{
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sLog.outString( "Re-Loading Spell Elixir types..." );
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spellmgr.LoadSpellElixirs();
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SendGlobalGMSysMessage("DB table `spell_elixir` (spell elixir types) reloaded.");
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sLog.outString( "Re-Loading Spell Groups..." );
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spellmgr.LoadSpellGroups();
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SendGlobalGMSysMessage("DB table `spell_group` (spell elixir types) reloaded.");
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return true;
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}
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