* Adjust calculation of Max Range for Spells
based on client calculation found in CACQualities::InqSkillLevel
Thanks to @nwg5817 for finding the bug and resolution
Co-Authored-By: JMAilan <12468698+nwg5817@users.noreply.github.com>
Co-Authored-By: gmriggs <8909245+gmriggs@users.noreply.github.com>
* Further adjustments
Co-Authored-By: JMAilan <12468698+nwg5817@users.noreply.github.com>
Co-Authored-By: gmriggs <8909245+gmriggs@users.noreply.github.com>
* Update Player_Magic.cs
* Update Player_Magic.cs
Co-authored-by: JMAilan <12468698+nwg5817@users.noreply.github.com>
Co-authored-by: gmriggs <8909245+gmriggs@users.noreply.github.com>
* continuing to pull functions out of 1991 while retaining existing functionality
* adding command descriptions
* moving /debugcast and /recordcast to Developer commands
* backporting Player_Magic refactoring from 1991
* fixing gap with untargeted void spells
* adding isWeaponSpell check to HasComponents
* adding null check to OnAttackMonster
* .
* adding /debugbusy temporary debugging command for ce
* temporarily revert chaining to old version
* more revert to exact original functionality + new architecture
* adding null checks
* IsBusyCompleted
* adding /castlog for debugging DM
* limiting CurrentMotionState thrashing from EnqueueMotion
* temp fix until concurrent dictionary
* removing debug code
* .